timelord rpg | The Doctor (Doctor Who) | Doctor Who


Ian Marsh and Peter Darvill-Evans

For Janet and Cherril

Previously published in Great Britain in 1991 by Doctor Who Books, an imprint of Virgin Publishing (ISBN 0426 203623) This edition published electronically as freeware in 1996 by Ian Marsh, 113 Aslett Street, Wandsworth, London SW18 2BG E-mail: orun@cygnet.co.uk Copyright © Ian Marsh and Peter Darvill-Evans 1991, 1996 Doctor Who series copyright © British Broadcasting Corporation 1963,1996 This work may be printed free of charge for personal use only. Commercial use is expressly forbidden without the consent and written agreement of the authors


The DOCTOR WHO story The DOCTOR WHO universe The Necromancers: a DOCTOR WHO short story 3 7 9


A brief history of role-playing Key concepts in role-playing Switchback: a solo DOCTOR WHO adventure 22 24 27

Basic concepts Abilities Combat Weapons Death and injury Recovery Poison Falls Suffocation and drowning 33 37 48 53 58 59 61 62 63

Who is the Doctor? Companions Aliens Villains Transport Time Lords and time travel A 500-year diary 65 71 88 106 112 114 118

How to be a referee How to invent adventures The Curse of the Cyclops: a ready-made adventure 123 136 140

Creating characters Safe combat Designer’s notes Advanced character creation Character sheet 152 154 156 159 163



TIME LORD is an unusual book. It is neither a story nor a game: it contains all the rules and information that you need to invent your own DOCTOR WHO stories and to take part in games based on them. Taking part in a story is known as role-playing and by using TIME LORD, you and your friends can play the roles of the Doctor, his companions and his enemies. You can travel through time and space and face deadly dangers on alien worlds without leaving your living room. You don’t even have to wear outlandish costumes — although you can if you want to! All you need is this book, some pencil and paper, at least two ordinary six-sided dice, a group of friends and a fertile imagination. If you want to know more about DOCTOR WHO, read Part One of this book. It contains a brief history of the television series, an explanation of the most important concepts and a short story to give the flavour of a DOCTOR WHO adventure. If you are familiar with DOCTOR WHO, you can skip Part One. If you want to know more about role-playing games, read Part Two of this book. It contains an introduction to the idea of role-playing, an explanation of the most important concepts, and a short solo game to give you some idea of what it is like to play a simple role-playing game. If you are familiar with role-playing games, you can skip Part Two. Part Three is the heart of TIME LORD: it contains all the rules that allow you to take part in a game based on a DOCTOR WHO story. Part Four is the main reference section and will be invaluable both for playing a role in a game and for creating new adventures. In Part Five there is a ready-made adventure for you and your friends to play. This part also explains how to invent new stories to continue your adventures in time and space.

Some technical terms are inevitable in a book of this nature. They will be kept to a minimum, however, and will be fully explained when first mentioned. The following terms will be used throughout TIME LORD to avoid confusion. DOCTOR WHO (the BBC television programme and the universe in which it is set) and TIME LORD (this book) will always spelled in capital letters. And what is a Time Lord? A Time Lord is a member of the ruling elite on the planet Gallifrey. The Doctor, the main character in DOCTOR WHO, is a Time Lord. Titles of books and television stories will be written in italics. For instance: Doctor Who — Survival by Rona Munro is the novel based on the DOCTOR WHO story Survival that was broadcast in 1989. Now, if you’re ready to dematerialize, we’ll take off into time and space. Ian Marsh and Peter Darvill-Evans April 1991

TIME LORD and DOCTOR WHO have had one thing in common over the past few years: both have been unavailable to fans. Behind the scenes, however, work has been progressing on new versions of both. The wider availability of the Internet and its suitability for electronic publishing has made it possible for some time to put TIME LORD on the World Wide Web. What has been lacking is a number of files from the original typescript — files that over the past few months I have been rekeying. During that time, Peter and I have arranged to have the rights to TIME LORD reverted to the authors; Peter has also very kindly allowed me to go ahead on my own and republish the book electronically so that it once again becomes available to fans of DOCTOR WHO and gamers alike. What appears here is substantially the same as the original work. The Templar Throne, however, is no longer included, and an adventure I originally wrote for Marvel’s Doctor Who Magazine — The Curse of the Cyclops — takes its place. While The Templar Throne is an excellent adventure, it is a little too complicated for a first game. There is now also a full character generation system for human companions, which joins the appendices at the back of the book. A few words of caution: the files that comprise this edition are based on the pre-edited version of the game, so there may be a few differences. If anyone spots them, it would be greatly appreciated if they could point them out. I intend to release this version of the game in several forms. The first is rather exclusive: Postscript files that can just be printed out. More ambitiously I hope to release a version that can be read on a Web browser in small chunks, which should make accessing particular points far easier. I also intend to put out Ascii, Word and WordPerfect versions, but all this will take time. Be patient. Ian Marsh Wandsworth, London, June 1996 E-mail: orun@cygnet.co.uk



DOCTOR WHO — TIME LORD THE DOCTOR WHO STORY The British Broadcasting Corporation’s DOCTOR WHO is the world’s longest-running science fiction television programme. and had several confrontations with his old enemies. but half of the First Doctor’s adventures were set in Earth’s history. science fiction themes and terrifying monsters. As viewers huddled round their living room fires on that cold. was dashing and debonair. grey and typically British autumn evening and peered at the flickering black-and-white images on valve-powered television sets. 1963. Yet they knew they were seeing something special. Scores of companions. in the role of the Doctor. The Doctor would hop back and forth through time. and portrayed the Doctor as a cosmic hobo. He met the Daleks. invented a crucial element of the Doctor’s make-up: he can regenerate his body when it wears out. and her grandfather. Sydney Newman. 3 . The programme was now made in large. The programme revealed that the Doctor had ‘borrowed’ his TARDIS. but here is a brief history of the programme to provide a context for later references. modern studios at the BBC’s new Television Centre. have been temporary time-travellers with the Doctor. The DOCTOR WHO producer. Patrick Troughton inherited the TARDIS. they had no idea that they were watching the beginning of a legend. the Daleks and the Cybermen. the programme was shot and broadcast in colour. it was revealed that the Doctor was a Time Lord. They were introduced to Susan Foreman. and in the second story the Doctor took his ship to the faraway planet of Skaro where he came up against the Daleks. 1970 After a gap of six months — an unprecedented break in the hitherto weekly output which suggested that the programme’s future had been in doubt — DOCTOR WHO returned.’ explained Susan — a spaceship capable of travelling in time. had envisaged DOCTOR WHO as an educational series for children. the strong characterizations of the leading players. forgetful and bad-tempered. The War Games . but also erratically brilliant. Details of the DOCTOR WHO universe will be found in Part Four of this book. Directors were able to call on a range of special effects and do a certain amount of outdoor shooting. From the very first episode. a runaway from a civilization that had the power to control time and space and which has a strict policy of non-intervention in the universe — a policy that the Doctor abhors. Daleks and Cybermen. In the last of the second Doctor’s adventures. but they are not unknown in other countries: the BBC has sold DOCTOR WHO to television stations in sixty nations all round the world. In the three decades that have elapsed since that memorable November evening. head of drama at the BBC. the day after John Kennedy was assassinated in Dallas. was broadcast on Saturday 23 November. the story that introduced the Cybermen. most of them young Earthlings. 1963 William Hartnell played the first Doctor as an old man: eccentric. They were amazed to find that the police telephone box was larger inside than it was outside and that it was in fact a TARDIS — ‘It stands for time and relative dimension in space. the first of the many terrifying and megalomaniac races of monsters that were to cross his path again and again. each of them adding something to the Time Lord’s complex personality. 1969 During two and a half years. an untidy and deceptively simple clown. with a succession of glamorous female companions and a penchant for gadgets and fast cars. allowing a new actor to take on the role. making history exciting and accessible for a young audience. has been revealed. the Master and the Rani — old enemies that the Doctor has fought again and again all over the universe — have become almost as well known as the Doctor himself. that he had little idea of how to navigate it and that it was defective anyway. the Doctor collapsed on the floor of his TARDIS and his appearance began to change. Patrick Troughton’s Doctor met for the first time the Yeti and the Ice Warriors. the home planet of the Time Lords. The viewing figures made it clear that the right mixture of ingredients had been found: the wonderful. Seven different actors have portrayed the Doctor. the first episode of the first DOCTOR WHO story. And something of the Doctor’s origins on Gallifrey. Jon Pertwee. however. kind-hearted and iron-willed. The characters and monsters from DOCTOR WHO are now household names in Britain. an irascible old man known as the Doctor. Most important of all. a schoolgirl who claimed to live in a police telephone box in a junkyard. An Unearthly Child. The wealth of information that has been generated during almost thirty years of DOCTOR WHO stories provides a comprehensive background against which new adventures can be set. the Doctor has taken his TARDIS into more than a hundred and fifty adventures. 1966 At the end of The Tenth Planet. faced with the problem that his leading actor had to retire from the programme. science fiction ideas began to creep in. infinitely flexible TARDIS.

His body started to regenerate. and he had confronted the Autons and the Silurians. the Doctor regenerated for the fourth time. DOCTOR WHO started to unleash a series of hard-hitting suspense stories. a story set on the Doctor’s home planet that included guest appearances by the first two Doctors. and when a new season of stories began at the end of the year. 1975 With Tom Baker’s almost dangerously exuberant portrayal of the Doctor. and for the first time most of the audience were adults. The fourth Doctor’s longest-standing companion. however. about the Time Lords and the Doctor’s universe. 1980 John Nathan-Turner became the new and. an evil renegade Time Lord. the Doctor’s robot dog. More was revealed about the origins of the Daleks and there were confrontations with Cybermen and Sontarans. the Master. The first American convention took place. was to become a mainstay of the programme for many years. as well as a new producer and script editor. The BBC started to sell the programme to other countries. 1979 DOCTOR WHO was launched in the United States. becoming still younger in appearance. 1976 Viewing figures for DOCTOR WHO in Britain had exceeded fourteen million in 1975. a new producer was brought in under instructions to tone down the elements of horror in the programme. nor has it been so large since. He also joined forces with UNIT which. was herself a Time Lord. made his first appearance in stories that continued to fill in the Doctor’s background and provide a coherent vision of the universe through which the TARDIS travelled. and as a result the fourth Doctor’s adventures started to be broadcast nationwide. at the time of writing. new monsters which he would meet again. its recent surge of popularity. played by two actresses across sixteen stories. Gallifrey. The Three Doctors. The first DOCTOR WHO convention was held. K9. At the end of the year. under its commanding officer Brigadier Lethbridge Stewart. On screen. but in the following year even this stupendous achievement was topped during one story. 1977 The longevity of DOCTOR WHO. Tom Baker stepped into the role to become the fourth Doctor. the third Doctor suffered terrible wounds while defeating the Giant Spiders on Metebelis 3. DOCTOR WHO was an immediate sensation and American fan clubs sprang up even more prolifically than the British clubs had. but now the BBC had signed a substantial deal with Time-Life Television. but in general the fourth Doctor explored new territory in original stories. Two stories were set on the Doctor’s home planet. the last producer of DOCTOR WHO. After apparently falling to his death. the second half of the 1970s was full of detail. These stories helped the programme to impressive viewing figures: eight million British viewers now watched DOCTOR WHO. the campaign about the programme’s violence and alleged unsuitability for children reached a climax. K9 was retired. most of it consistent. 1974 Having come up against two new races of monsters that he was destined to meet again — the Sontarans and the Sea Devils — and having been released from his exile on Earth to undergo a series of adventures in space. At the same time. Viewing figures rose dramatically and the first of many complaints about the programme’s excessive violence were heard. Peter Davison became the fifth actor to play the Doctor. introduced the shadowy figure of Omega. 4 . and the preponderance of teenagers and adults rather than young children in its audience led to a flowering of DOCTOR WHO fan clubs. 1972 The Daleks returned to the screen in Day of the Daleks after an absence of five years. the scientist who had pioneered time-travel technology. Some of the third Doctor’s stories had already been shown. Some of the features that would characterize his decade as producer became apparent immediately: greater use of video and location shooting and a succession of well-known actors as guest stars.DOCTOR WHO — TIME LORD Within the third Doctor’s first year on television he had met for the first time his most implacable foe. 1981 The Master returned after a long absence — and his machinations were the on-screen rationale for Tom Baker to relinquish his seven-year hold on the role of the Doctor. The audience for DOCTOR WHO in Britain had never been so large.

had been appointed to play the Doctor. K9 and even the Master co-operated to unmask a traitor in the High Council of Gallifrey. and earned renewed critical respect for DOCTOR WHO. Daleks and Cybermen. Silurians and Sea Devils — and the programme-makers continued to provide incidental snippets of information about Gallifrey and time travel. Cybermen and Sontarans. the unique appeal of DOCTOR WHO is that it can be seen as one long story. the Master. After almost three decades of DOCTOR WHO. at least compared with those of its heyday. the programme’s long life-span is at first sight its most remarkable feature. Sylvester McCoy. 1987 The BBC announced that a seventh actor. the seventh Doctor encountered the Master and the Rani. 1986 After a seventeen month gap. was broadcast at the end of the year. but in the meantime the old stories were being successfully resurrected. Colin Baker became the sixth Doctor in The Caves of Androzani. a teenage girl from west London. Peri. The future of the programme was once again in doubt. vainglorious genius failed to prevent a slide in the programme’s viewing figures. The Doctor was on trial for his life. in which all five of the Doctor’s incarnations. when the Doctor sacrificed a regeneration on the planet of Androzani Minor to save the life of his companion. 5 . about his home world and its powerful inhabitants. The programme’s ratings remained poor. 1990 John Nathan-Turner resigned from the post of producer and the BBC made no announcement about a successor. 1989 Survival. the penultimate story of the 1984 season. set about commissioning full-length DOCTOR WHO novels while continuing to publish non-fiction DOCTOR WHO books — of which TIME LORD is one. In spite of adventures that featured old enemies such as the Daleks. Ace rapidly became one of the most popular of the Doctor’s many companions. the climax of the trial. however. who had been poisoned with unrefined spectrox. and Colin Baker was removed from the starring role. at the end of the 1985 season the BBC announced that DOCTOR WHO was to be taken off the air. At the same time gradual revelations about the Doctor’s changing personality. and the first three of the season’s four stories were the evidence presented by the prosecution and then by the Doctor in his own defence. DOCTOR WHO returned. Once again rumours abounded about the end of DOCTOR WHO. Cybermen. DOCTOR WHO reruns proved to be one of the main attractions on the BSB satellite and cable television service. 1985 Colin Baker’s vivid portrayal of the sixth Doctor as an erratic. Among his opponents were some old enemies — Daleks. The final story. The Five Doctors. 1983 DOCTOR WHO’s twentieth anniversary was marked by a special programme. Brigadier Lethbridge Stewart.DOCTOR WHO — TIME LORD 1982 After a nine-month gap. The BBC found that video cassettes of DOCTOR WHO stories — even black-and-white ones from the 1960s — were very popular and a regular schedule of video releases was started. and a special programme. companions past and present. At the end of the year and of the first series. The programme grew from an imaginative but basically educational children’s television show into a science fiction saga packed with action and suspense and underpinned by adult themes. now Virgin Publishing. In a series of strongly plotted stories that moved away from reliance on cross-references to Gallifreyan history. the BBC bowed to the pressure. the introduction of another renegade Time Lord known as the Rani. in which Patrick Troughton played the second Doctor for the last time. the last DOCTOR WHO story at the time of writing. The result was a worldwide campaign to save the Doctor. the Doctor found a new companion in the streetcredible and somewhat pyromaniac form of Ace. pitted the Doctor against both the Master and the dark side of his own character. played by Sophie Aldred. the fifth Doctor’s adventures began. Publisher WH Allen. As the above brief history of the programme suggests. The Two Doctors. 1984 Peter Davison left the programme. and the on-screen chemistry between Sylvester and Sophie helped to lift DOCTOR WHO on to a new level of subtlety and mystery. having turned as many as it could of the DOCTOR WHO television scripts into short novels under its Target imprint. and about his relentless enemies all combined to weave an increasingly complex backcloth to the Doctor’s adventures.

DOCTOR WHO — TIME LORD The flexibility of DOCTOR WHO’s original premise — a crotchety old scientist of unknown origin takes human beings from twentieth-century Earth as passengers in his seldom-controllable time machine — ensured the programme’s longevity in the fickle world of television fads. 6 . and thus create a legacy of DOCTOR WHO ‘facts’ that can be used as the background to new adventures. script editors and writers of the programme to build layer upon layer of detail and mystery. directors. It also allowed successive producers.

is usually manned by only one Time Lord because Time Lords are solitary by nature. Some of these renegade Time Lords leave the Citadel and opt for a hermit’s life in the wilds of Gallifrey. with computing power so great that it can decipher the whole of the past. The Gallifreyans. and pay little attention to the rest of the planet or the rest of the universe. however. erratic and mysterious of them all. The Time Lord known as the Doctor. has broken completely: the Doctor’s TARDIS is stuck in the shape of a blue police telephone box of the sort that used to be a common sight on London’s street corners a few decades ago. standing for Time And Relative Dimension In Space. very few TARDISes are used. At about the same time Gallifreyan society began to split into two and the educated.DOCTOR WHO — TIME LORD THE DOCTOR WHO UNIVERSE If DOCTOR WHO is unfamiliar to you. Rassilon and Omega. are often very helpful to the Doctor and he seems to find his companions invigorating and amusing. (‘It’s bigger on the inside than it is on the outside!’ is the usual amazed reaction of anyone other than a Time Lord when first entering a TARDIS. driven by ambition and hatred. and it can adapt its appearance to blend in with the surroundings in which it materializes. He is hardly ever without at least one companion. A Time Lord can therefore live for thousands of years. these explanations of a few central themes will help you to understand references in TIME LORD. A TARDIS is a Time Lord’s time and space machine and represents the summit of Gallifreyan technology. Time Lords live and work in a highly formalized society in the Citadel on Gallifrey. The Doctor’s companions are usually confused by their adventures and have no hope of understanding the technology that the Doctor uses. And because Time Lords have little interest in the universe. evolved intelligence and developed civilization way before anyone else in the galaxy: the Doctor once said that they achieved space flight while humans were still living in caves. perhaps the most brilliant. time-travelling elite minority became almost a distinct race. also ‘borrowed’ a TARDIS to escape from Gallifrey. present and future of our own universe. particularly that of humans. it can expand its interior to any size. They provide a focus for his general concern for the well-being of the universe. 7 .) Each TARDIS. usually a young human. and when it eventually wears out it regenerates into a new form. set off into time and space to carve out empires of their own. It is. The Doctor’s TARDIS is also in need of an overhaul: hardly any of its circuits work properly and the chameleon circuit. a species that resembles human beings in physical appearance. and sometimes he invites one or two of them to accompany him in his TARDIS. coupled with scientific knowledge. in effect. a few of them find the place intolerably dull. Although its physical manifestation is usually small. there followed an even more golden age of technological progress. It has the power to materialize a part of its physical structure anywhere in space and time. but he has made it his mission to protect the weak and combat evil throughout the universe. Time Lords As if the development of interstellar travel was not achievement enough for Gallifreyan civilization. This longevity. They called themselves Time Lords. A Time Lord’s life span is much longer than that of an ordinary Gallifreyan or human: his body has tremendous powers of recovery and is very long-lasting. however. Companions Time Lords are solitary. TARDIS The letters TARDIS are an acronym. an artificial universe of potentially infinite size. In his travels he has met and befriended hundreds of beings. Their simple-mindedness. who are threatened throughout their history by alien invaders and by the results of their own waywardness. The Doctor Although most Time Lords are content to while away their long lives in the formal splendour of the Citadel on Gallifrey. humanoid and otherwise. an obsolete model which has a number of interesting features that are missing on more recent versions. He has developed a particular affection for the unpredictable inhabitants of the planet Earth. albeit an artificial and alien one. perfected the techniques of time travel and created the time machines known as TARDISes. The Doctor’s TARDIS is a Type 40. gives the Time Lords a feeling of detachment from mere mortals. thus complicating the Doctor’s plans and often jeopardizing their success. others. Two scientists. Not surprisingly each TARDIS is an intelligence. Their courage and ingenuity. which allows the TARDIS to change its appearance. but the Doctor enjoys company. Gallifrey Gallifrey is a planet in the same spiral galaxy as our own — the galaxy that we call the Milky Way. fear and innocence often lead them into danger.

as his companions. 8 . Although many elements of the Doctor’s character remain fixed. each of them representing the Doctor after a regeneration. the second Doctor and so on. each new body he inhabits seems to have its own quirks. the various Doctors are identified by referring to them as the first Doctor. allies and even as his opponents. William Hartnell was the actor who originally played the part of the Doctor.DOCTOR WHO — TIME LORD More than a hundred and fifty of the Doctor’s adventures have been broadcast on television since DOCTOR WHO first appeared in 1963. and six other actors (so far) have taken on the role. TIME LORD allows you to create new DOCTOR WHO adventures and explains how you and your friends can take part in them — as one of the regenerations of the Doctor.

and she hadn’t the heart to discourage him: his party had lost its traditional hold on power and these days it was distinctly unfashionable to consort with opponents of independence. When every face at the table was turned expectantly towards him. ‘I expect you find us very boring and provincial compared with the jet-setters and the wheeler-dealers on the Core Worlds. ‘You’re not going to tell us you’re an eleventh-hour convert to the Velid persuasion?’ She giggled again. ‘How interesting!’ she said. She beckoned her manservant to her side and told him to refill the guests’ glasses. The gracious acknowledgement of compliments was second nature to her and Kereban’s little speech would not divert her attention from the business of managing a successful social occasion. If he had. and provider of dinner parties that are havens of serenity in these troubled times. raised her glass and tipped its contents between her wide. because everyone’s mind was on independence.’ he said. Unfortunately. she knew that. ‘because my glass is empty!’ ‘She’s been sinking neat nirvana all evening. Marna’s eyes.’ Marna carolled defiantly. Kereban looked at her for a moment.DOCTOR WHO — TIME LORD THE NECROMANCERS This is a fairly typical example of a DOCTOR WHO adventure. ‘I propose a toast. she thought: Olberan was one of the few New Starhomers to carve out a career off-world and she had hoped that he would have returned to the planet with a repertoire of fascinating tales. She should have held the gathering in the upper hall. a mischievous smile flitted across his impassive. Kereban darling?’ she said. intimate occasion when a buffet would have been better. she realized with the intuition of a practised hostess that her guests seemed nervous too. tone and content of a DOCTOR WHO story to readers who are unfamiliar with the television programme. Therefore we have decided to print only the first chapter of The Necromancers . The conversation dwindled into silence as the drinks were poured. it is intended to give some idea of the structure. ‘I propose a toast to our hostess. ‘Not much time for jet-setters. Terellion smiled prettily and lowered her face. irresistible and yet elusive.’ she called out. Terellion Pang: beautiful. She blamed herself for inviting disparate people to such a formal. bearded face. Olberan my dear?’ she said. The senator was flirting with her. crimson lips. Terellion steeled herself to interrupt. more at home on the Rim. of course!’ she exclaimed. moving her feet out of range. CHAPTER ONE: A GHOST IN THE MACHINE Senator Kereban Tod tapped the rim of his glass with his dessert spoon and waited for the hubbub of conversation to subside. Another one of the things we have to thank Hortan Velid for!’ Terellion heard Kereban’s muttered curse. He smiled again and turned to the woman beside him.’ Marna was babbling heedlessly. adding that he should dilute Marna’s nirvana with as much naranja juice as he could fit into her glass. ‘Not to independence. The date was wrong. deeply lined face.’ There were murmurs of agreement. Marna was chattering relentlessly to a goldfleece farmer with glazed eyes.’ Terellion allowed none of her annoyance to show in her expression. Other guests. but watched her guests from beneath her long eyelashes. Terellion felt uneasy. merited her attention now. anyway: 9 . were brilliant and her pupils hugely dilated. surely. he was keeping them to himself. extending a slim hand across the table. Olberan was sitting opposite her with a scowl on his dark. How annoying. ‘What’s the matter. gifted. ‘It’s starjade. Even her own non-aligned faction was treated with suspicion in parliament and with abuse in the holovids. fingering the string of lustrous green gems at her throat. and finally focused on Terellion. ‘More of that delicious nirvana cocktail please. She was almost taken aback by the directness and brilliance of his blue eyes. She turned away from him. too.’ Olberan glanced at Kereban before transferring his gaze to Terellion.’ he announced. ‘Marna. Teri.’ Terellion gave him one her most encouraging smiles. ‘Don’t tell me you’re not wearing yours. She knew that hers was the first dinner invitation that Kereban had received for weeks. ‘No. And wherever did you find that gorgeous necklace?’ Marna looked round in confusion. For the third time that evening Kereban’s foot touched hers. sighed and shook his head. on the other hand. ‘And anyway we can’t drink a toast. my fellow senator. however.’ he said. ‘and go easy on the fruit juice. this is followed by a synopsis of the rest of the story and notes that point out some of the characteristic features of a DOCTOR WHO adventure. Marna Grard’s giggle broke the silence. ‘don’t forget we’re about to have a toast. Teri. and considered what she should do about Marna Grard. ‘Didn’t hang about at the Core. it is not possible to print the whole story: if it were printed here in full it would take up most of the book and there would be no space left for the rules of the TIME LORD game.’ Kereban said to Terellion in a whisper that she suspected he knew was too loud to be discreet. and she was rather proud that she was once again setting a trend — this time by daring to introduce a distinguished opposition statesman as the guest of honour at one of her soirees.

things hadn’t gone too badly. Ace thought as she tried to pick a good time to interrupt his reverie. ‘Sebaran! Can’t you see him? Look! He’s coming in! Sebaran!’ Kereban leant towards Terellion. at least. She managed to find mascara. She was growing up. ‘I’ve had about enough of this.’ he said. the Doctor had said. lipstick and green eye shadow.’ *** Wear something suitable. after all. She pulled her shoulder-length brown hair into a pony tail. ‘Terellion!’ ‘Terellion!’ the other guests shouted. 10 . but had abandoned it because she thought the Doctor wouldn’t approve. He died six months ago. but when she had tried it on she had decided it made her look like a refugee from a low-budget science-fiction television show. square-jawed face. she stuffed a couple of cans of nitro-nine and a Jazz Messengers tape into a black rucksack that she slung over her shoulder. he might land the TARDIS somewhere as cold as Iceworld.’ she said to Kereban. so why can’t he look a bit more lordly? He looks likes a gormless gardener.’ he said. she piled it on top of her head.’ she told her reflection. And who the blazes is Sebaran?’ Terellion was concerned about Marna.DOCTOR WHO — TIME LORD this little dining room. She had found a daring little bikini made of animal skins. but had decided that the crinoline might get in the way if she needed to move fast. She had tried on a gown from eighteenth-century France. ‘What’s she staring at? I can’t see anything. ‘Sebaran!’ she shrieked. but then again you never who you might bump into when you stepped out of the TARDIS. she picked up her latest toy. standing next to the central console and gazing at the time rotor as it rhythmically rose and fell. The whole point of the TARDIS was that it transcended the dimensions of space and time. it’s Sebaran! He’s come back to me!’ Marna shrieked. A one-piece jump suit of silvery material had attracted her at first. it was bigger — infinitely bigger. A large part of the room was occupied by benches covered with chemistry apparatus. and went to find the Doctor. Ace had wandered in and had been meandering for hours through a labyrinth whose walls were racks of costumes. but pleased that her party would be remembered as eventful. strode through the nearest doorway and found herself back in her bedroom. She pouted her full lips. blew herself a kiss and grimaced laughingly. west London. Kereban rose to his feet and lifted his glass. She thought she looked young without a bit of make-up. she glowered at her reflection as she inexpertly applied the make-up. was too gloomy. ‘Too much nirvana. sat on it and ransacked the drawers in front of her. The meal was over and she would understand if the guests started to make their excuses soon. She dragged a stool from a workbench to her dressing table. Terellion instructed the manservant to call an ambulance. pale panama hat and question-mark-handled umbrella hung on the coat stand. But she felt older and she thought she looked a bit older: perhaps she was eighteen or nineteen. He was in the control room. ‘Sebaran. his crumpled jacket. She pulled on her favourite jacket. The Doctor didn’t look up as she came in: he had his index finger to his lips and was lost in thought. Marna was having some kind of seizure and everyone was on their feet and yelling incoherently. complete with a wickedly sharp hunting knife in a leather sheath. how am I supposed to find anything to wear? I’m off. with its tapestries and dim candelabra. although she couldn’t be bothered with it most of the time. Anyway. He had made a slight adjustment to the interior structure of the TARDIS so that Ace’s room was now connected to a walk-in wardrobe. staring wide-eyed at the guests. It was a waste of time. She stood in front of a full-length mirror and experimented with hair styles. The bed was the least noticeable thing in Ace’s room. He’s supposed to be a Time Lord. she told herself. ‘was Marna’s husband.’ She turned. partly because it was concealed under a pile of discarded clothes. Marna pointed to the door and screamed. an autofocus zoom camera. electrical components and audio cassettes. an old buffer who should be looking after his prize roses and tending his orchard. The brief ensuing silence was shattered by the sound of breaking glass. as she had expected. ‘If the Professor won’t tell me where we’re going. she pinned it to one side so that it fell in a curtain concealing half of her open. the planet on which he had found her. books. because Ace couldn’t be bothered to prowl the corridors looking for the TARDIS’s laboratories every time she wanted to brew up fresh supplies of explosives. She paused only briefly: she was accustomed to the strange powers of the TARDIS. And she couldn’t understand why she had thought the gronkey would be a talking-point: the animal had sat motionless on its perch throughout the dinner. and wasn’t a kid any more. Terellion looked where she was pointing but could see only the dark doorway. It might be a scaly alien with tentacles or a bit of all right like that Robin Hood on the telly. anyway. ‘Oh my god. perhaps — on the inside than it looked from the outside and it played the same sort of tricks with time. Jason Connery’s clean-cut portrayal of the mythical outlaw lingered in Ace’s memory: it was one of the last television programmes she’d seen when she lived in Perivale. She would know better next time and. Ace wasn’t exactly sure how old she was anyway: it was a long time since she’d blown herself up in Perivale and found herself on Iceworld. ‘Ladies and gentlemen. the black satin one with badges all over it and Ace embroidered in big red letters across the back.

She spread her arms and pirouetted to draw the Doctor’s attention to the clothes she was wearing: exactly the same kind of clothes as the Doctor had seen her wearing hundreds of times before.’ the Doctor said gravely. I thought the whole point 11 . all right? Anywhere else is better — and stop looking so pleased with yourself. None the less it had tried to make contact. OK?’ The Doctor looked smug. The intelligence had little concept of any emotion yet the thoughts of the others consisted of almost nothing but pain.’ the Doctor would say in exasperation. ‘We’ve landed. she rarely ceased to enjoy it. ‘You what?’ ‘Beauty of Bath. It ripens early and has a fine ruddy colouring. ‘Yes. determination in the jut of his chin. size and appearance of a police telephone box: a rectangular. Doctor. ‘New Starhome it is! Shall we take a stroll?’ *** The intelligence was suffocating. It had been asleep. In themselves. ‘Oh no. ‘Er. I didn’t mean to. Ace never ceased to wonder at herself.’ Ace let her arms fall to her sides. ‘A very good choice of garments. He turned to look at the console.’ ‘Sorry. but then the others had started to arrive. a pencil and a pad of graph paper: she had turned back when she had run out of paper. So she could never quite become accustomed to the fact that when the TARDIS materialized in physical form. fear. but then again. The others continued to arrive. ‘The TARDIS materialized like this when I landed on Earth. Ace.’ After a final laboured surge. The trauma had almost finished it: the intelligence had been unprepared for such swirling. *** On a couple of occasions Ace had tried to map the interior of the TARDIS. touched a few buttons. It was drowning. ‘You must be able to remember police telephone boxes. because the TARDIS’s corridors were well equipped with food dispensers. Ace. ‘Most people are happiest in their own era. weren’t they? Anyway.’ the Doctor said. one of my favourite apples. checking the controls again. ‘Well I’m not. they just sort of crept in while I wasn’t thinking of anything else. How much of her thoughts had he read? ‘Don’t do that!’ she said crossly. the thoughts were little more than an irritation.’ Ace said.’ ‘Like I keep telling you. it was their contents that were unbearable. The intelligence knew immediately than the others were unlike itself. ‘I think so. it would have thought itself in hell. overwhelmed by the others. anguish and desolation. frowned. and laughter in the crow’s feet next to them. Time Lord or gardener. She hadn’t used many of the cards: she had given up when she started limping. I’m not setting foot outside the TARDIS. he was uniquely the Doctor. but she had taken a portable computer with graphics software and enough memory cards to store the architectural plans of every building in London. it did so in the unassuming shape. the time rotor subsided and remained still. ‘It’s rude to listen in. scratched his head and then raised his eyebrows. disordered thoughts. but for how long it did not know. Professor? Better than the usual gear. If the intelligence had any conception of an afterlife. ‘What do you reckon on this clobber then. Her conclusion was: the TARDIS was mega-huge and there wasn’t much point in wasting any more time exploring because the Doctor could rearrange it anyway. Ace. Ace.’ he began.’ Ace smiled and shook her head. And if we land anywhere near sodding Perivale.’ Ace could feel herself blushing. eh?’ ‘Eminently suitable. The intelligence feared that it had been asleep for a very long time. or had been woken.DOCTOR WHO — TIME LORD ‘Beauty of Bath. the intelligence was suffocating. however. He straightened with a grin. alien. concern and responsibility in the furrows across his forehead and alongside his mouth. His face contained his character: intelligence and cunning in the sharp blue eyes. On her next attempt she had dispensed with the provisions. which had been terrifying enough. At first it had been alone.’ said the Doctor. Professor. then.’ said the Doctor. they were before my time. ‘How about —’ he ran his finger down a flickering display ‘— New Starhome?’ ‘Is that where we’re going?’ Ace asked sceptically. The intelligence mentally curled itself into a ball and crept into a corner. Now it had woken. are we? I can’t stand much more of the late twentieth century. dark blue box surmounted by a flashing blue light. The first time she had set out from the control room with a rucksack full of provisions. the others who were also intelligences but were unlike.’ The Doctor’s smile broadened. travelling through time and space with an alien who looked like a funny little man. And I rather like the idea of being seen as a gardener — it’s an appropriate analogy in a way. ‘You what?’ A sudden thought occurred to her. We’re not going to Earth again. yes.

Interesting architecture. but whose future. I wonder?’ ‘Earth’s future.’ ‘I hesitate to apply such gross simplifications to a complex transdimensional concept. But she could never resist a challenge. We’ve got to go. Professor. pillared terraces. are you sure the natives are human? What about that chap under the arches?’ The Doctor’s gaze followed Ace’s pointing finger.’ The Doctor winced. Street art.’ she said.’ ‘More like a green panda. coming to stand beside him. ‘There you are at last. I remember meeting one of these before. The Doctor. Don’t they know about spray paint? Guy I used to know could autograph this lot in half a minute. meanwhile. ‘What do you make of the place. It doesn’t work. of course. Ace. He doesn’t know which way to go. Ace. ‘Mmm?’ The Doctor looked at her. It was humanoid and stood upright.’ The Doctor stroked his chin as he peered up at the giant pictures that stood on the rooftops. ‘It’s a bit of a blot on the landscape. The Doctor swept past Ace.’ What I like has nothing to do with it. ‘If you like. Look at these buildings. But was it before or after this. that bloke grinning down at us from all those posters looks like an ordinary human.’ ‘I wonder.’ ‘A minor malfunction. Two wide avenues and several narrow alleys led from the square. ‘The inhabitants are human.’ the Doctor said in a tight voice. If you’re into neo-classicism. Ace thought. ‘Come along. Doctor?’ Ace whispered when they stopped an arm’s length from the creature. was peering from side to side and lost in thought. if you ask me. ‘You can tell by the shape of the doors.’ Sometimes Ace suspected that the Doctor didn’t have the first idea how to fix the chameleon circuit. it’s like you said. New Star-something. isn’t it?’ ‘New Starhome. ‘He’s chained up like an animal. ‘Why doesn’t it say anything?’ The Doctor didn’t reply. It’s not Earth.’ ‘I might have guessed you’d get lumbered with a prototype. Doctor?’ she said.’ the Doctor said. ‘You know. hooked the handle of his umbrella through the strap of her rucksack and pulled her stumbling out of the TARDIS..’ ‘Does it matter?’ ‘I rather think it might. had found the first sign of life. does it? Everywhere we go the TARDIS sticks out like a Dalek at a peace conference. ‘He’s being kept as a pet. ‘What is it. ‘Professor! Oi. that was it. or similar. ‘Where to. Ace turned and closed the door. that’s the question. The Type 40 TARDIS was the first in which it was fitted. It was turquoise.’ she said. Ace. They’re taking a bit of a chance with all these white walls. There was a slang name for them. middle-aged man. in the centre of the square. He was staring angrily at the chain that connected the gronkey’s collar to the circular handle of the door.DOCTOR WHO — TIME LORD of this materialization business was that the TARDIS blended in with its surroundings?’ ‘Quite right.’ he said. Ace. With no sign of fear its huge black eyes watched the time-travellers approach. Ace poked her head round the exterior door and saw that this time the battered blue box had landed in more congenial surroundings than was often the case. ‘The chameleon circuit is a very sophisticated piece of technology. and as it’s called New Starhome it must be a space colony. No one had been surprised to see the TARDIS appear: the square was deserted. which the Doctor had left open. standing back to view the TARDIS against the white. but Ace could see as she followed the Doctor’s cautious approach to the portico that the creature was covered with a dark. Gronkeys.’ the Doctor would say. I suppose.’ ‘A bit of a chance?’ ‘Yeah. glossy pelt that seemed to shimmer with shades of emerald and aquamarine. The gronkey didn’t so much as twitch as the shutter clicked. it’s called. as if they had never had this conversation before. I seem to recall. So we must be in the future. ‘It looks intelligent. ‘Don’t dawdle.. isn’t it?’ ‘All right. she thought.’ ‘Very good. which way?’ Shaking her head. A small figure was standing in the shadows beneath a pillared portico. The TARDIS had materialized at the corner of a courtyard.’ Ace said. ‘Are we playing another guessing game?’ she said. anyway?’ he said. ‘but in essence you’re near enough. I’ll get round to mending it one of these days. Each showed an identical image: the smiling face of chubby. The square was paved with pale marbled flagstones and the surrounding buildings were faced with dazzlingly white plaster. At other times she thought that he’d become accustomed to the police box shape and enjoyed the consternation his craft caused wherever and whenever it appeared. Anyway.’ the Doctor muttered. squinting at it through the viewfinder of her camera.’ He stared into the gronkey’s deep unblinking eyes until Ace nudged him. 12 . Ace. yes. And?’ Ace looked up at the sky. I never seem to have the time. I suppose it’s because they look like green monkeys. ‘Well. but I’ll bet he pretends he’s just admiring the town planning.

but the ceremony had to be held in Central City. I don’t want to miss the signing. endless green. He is a great man. ‘So today is Independence Day?’ he asked. it had retreated into its hallucinations. therefore.’ *** When the visions had started. The intelligence had understood very little of what it saw in its visions. a green sash was looped over one shoulder. his voice shaking with emotion.’ the man said. ‘Oi. drowning in a storm of the others’ terror and agony and hopelessness. I mean I didn’t see that the young lady was with her er. Green. Even if it had been alone. Having reprimanded Ace and the Doctor.’ ‘Happid. Pleased to meet you. 13 . another who was full of confidence rather than fear.’ The Doctor leant forward and tapped the camera. Hortan Velid’s home town. eh?’ He gazed at Ace in awe. ‘And my assistant’s name is Ace. This is the town of Pax. too. unless we hurry along. Don’t worry. and he noticed her camera. ‘Yorovan Happid. ‘Is the ceremony taking place here?’ ‘Unfortunately not. The visions were like the input that the intelligence used to receive from the machines. but the thoughts of the others were incoherent..’ The Doctor had been making a few deductions. mate. are we.’ he said. ‘We’re not teasing it. glancing at the sky. From the tempests of anguished emotion that were the thoughts of the others. If the intelligence had been one with its brood-fellows. You’ve come a very long way to holovid our celebrations. Everyone will see it on live hologram transmission — everyone except us. Ace hurried to catch up.. you can hear the crowd cheering.. the intelligence plucked recognition of the things in the visions. were hallucinations. The most permanent thing in the hallucinations was known to the others as a colour. it understood the meaning. ‘Celebrations? I thought you were off to a demo.’ Ace still didn’t like him. all right?’ The Doctor smiled. the intelligence had assumed that it was going insane. architect of our independence. ‘We’re just having a look.’ she said. He was wearing a white tunic and white trousers that together had a faintly military look. *** ‘You young people! Stop teasing that gronkey!’ The voice was perfunctory rather than angry.DOCTOR WHO — TIME LORD ‘Snap out of it. From Earth. It had no vocabulary to describe the things that appeared. ‘This. But it was surrounded by the others. young lady. ‘Thanks. ‘Footsteps: someone’s coming. too. old chap.’ she hissed. ‘You’ve come to the wrong place. good morning. But the machines no longer functioned and no input was possible. the other was saying.’ the Doctor said.’ Ace continued. the Doctor looked round. some of them moving: the intelligence was adrift in a vision it no longer tried to understand. ‘I must apologize for my young friend’s abrupt tone. warmth. The man stopped.’ he said. ‘Remarkable how they’ve managed to miniaturize these holovid recorders. creator of our planet’s destiny. Who’s the bloke in the picture?’ Yorovan Happid was shocked. the visions..’ ‘Quite all right. ‘Now I really must get along. Professor. it would have struggled against the hallucinations. raised his hat and strode towards the man. disorganized and so full of pain that the intelligence recoiled as soon as it made contact. Ace turned to see a middle-aged man hurrying across the square.’ Happid said. It was green.’ the man said. You’ve been misinformed.’ Ace lifted the camera and snapped Happid and his placard. we’ll get you out of this. The other was speaking and.’ Happid said. ah. He held up the placard and stood to attention with the poster’s genial face next to his own. my dear. quite amazing. Listen. The intelligence had come to realize that its probings increased the fear of the others. although the intelligence somehow knew that the message was not intended for it. ‘Earth technology. Ace was incensed: she hated being wrongly accused.’ ‘Doctor.’ the Doctor said. even though some were green and remained stationary whereas others moved and were sometimes other colours. ‘I didn’t realize one of you was. She clutched the Doctor’s arm.’ Ace glanced up at the clear turquoise sky and froze. We had hoped that we would have the honour. living things. recoiled from the intelligence. The others. The intelligence knew that the others recognized the things as having life. The intelligence would have liked to interrogate the others to acquire more information about the things in its hallucinations. ‘Of course! You’re a reporter. Under his arm he was carrying a placard on which was a smaller version of the posters that overlooked the square. the hallucinations offered some respite from the relentless torture. he showed no sign of interrupting his progress. isn’t it?’ ‘Er. ‘this is Hortan Velid: our governor and leader. ‘Great shot for our viewers back home. Among the green there were smaller things. mate!’ she yelled. She’s from Earth. Suddenly it was aware of another: another whose thoughts were not chaotic. ‘Good. it would have drawn on the brood’s strength to drive out the madness. and the words that went with the things.

‘No trouble of any kind?’ he pleaded. ‘Doctor Sendet’s an old acquaintance.’ ‘You might find that those last two statements don’t necessarily go together. who stopped him. Olberan had insisted on visiting the poor deranged woman. ‘A mild tranquillizer.’ It was true that Terellion had known Doctor Sendet for years. ‘She’s coming round. ‘There’s been so little bad news lately. ‘That thing’s giving me the creeps. ‘I heard that!’ Olberan roared.’ he explained. ‘If she woke now. ‘Can’t you talk some sense into him. ‘Go on. I’m not pickled in nirvana and I don’t believe in ghosts.’ Happid shouted over his shoulder as he bustled away to the edge of the square. ‘Perhaps your big. ‘All the Federation ships will be gone by midnight. He had positioned his powerful body in front of Marna’s bed.’ Terellion nodded.’ Sendet whispered. ‘Not many as good-looking as you on the Rim worlds. dragging herself from Olberan’s gaze. somewhat half-heartedly. They’re on a trajectory for space. why’s she been out all night?’ Olberan demanded.’ Doctor Sendet advanced hesitantly and this time it was Terellion.’ Olberan said with a grin. Ace. ‘The electromagnetic pattern is still very erratic. Doctor.’ he said. If Senator Terellion says it’s OK. Nobody’s going to get in my way!’ Sendet and the nurse launched into a stumbling explanation of the effects of shock. ‘New Starhome’s the most contented planet you could wish for. that’s all.’ The gronkey was still staring fixedly at the Doctor. We’ll have our own police force. bearded friend could do with a shot of this stuff. she would still be in shock. ‘but they’re not aimed at us. Terellion’s smile widened. ‘Marna looks so peaceful already. where would you go if you’d just seen a ghost?’ *** Olberan was being difficult.’ Happid said.’ he said. it’s OK with me too. ‘You brute!’ she said. None the less.’ Terellion smiled encouragingly. But since the last time she had consulted him.’ Doctor Sendet sighed and drew his hand across his lean face. Tomorrow we’ll be free. Terellion had done everything she could to avoid a scandal: she had had Marna driven to the hospital in one of her own limousines and she had booked the most expensive suite of rooms for Marna’s sole use. He lowered his hands. ‘You keep your damned drugs away from me. ‘It’s just twenty-five milligrams of noctidrine. Olberan. the holovids have been reporting stories about people seeing ghosts!’ ‘Ghosts!’ the Doctor mused. Don’t come near her with any more of that stuff. who smiled weakly.’ Sendet lifted his eyes to the ceiling in despair. then turned into an O of surprise as the burly off-worlder pulled her close and kissed her. As soon as Terellion stopped struggling. And he was making a scene. Ace began to feel uncomfortable. The nurse exchanged a long-suffering glance with Terellion.’ Terellion said. a ploy which she usually found effective.’ the Doctor murmured. Now.’ ‘If it’s so mild. on this morning of all mornings. ‘She’d be all right if only you’d let her wake up. when he had seemed eager to put her under a general anaesthetic for reasons that she had assumed were unprofessional. Terellion? Tell him you’ve known me for years. ‘Now that is interesting. ‘None whatsoever. Barnan?’ she said. Doc. He’ll do what’s best for Marna.’ ‘So where shall we go?’ ‘Well.’ The Doctor seemed almost disappointed. Sendet held up the hypodermic plastigraft. she didn’t entirely trust him. She was surprised to find that she felt disappointed.DOCTOR WHO — TIME LORD ‘Doctor! Over there! Vapour trails! Are they missiles?’ The Doctor studied the fine parallel lines that streaked the sky. are we going to watch this independence ceremony?’ ‘I never find flag-waving as uplifting as it’s cracked up to be. It’s one of the terms of the treaty. I think this woman saw something last night and I’m going to find out what’s going on.’ Happid boasted. Tell him you trust me. Olberan released her. the symptoms of hysteria 14 . or part of it at least. stepping forward and then leaning back to avoid Olberan’s scalpel lunge. Sendet applied the plastigraft pad to the sleeping woman’s arm and almost immediately the line on the screen became less jagged as Marna’s breathing deepened. She fluttered her eyelashes. ‘Is this really necessary. give Marna the shot. ‘I just want to talk to her.’ she said. Olberan seemed mesmerized by her eyes. he was the senior consultant in the second-largest hospital on New Starhome.’ he repeated doggedly. ‘Come on.’ Sendet tutted impatiently and indicated the moving line on the screen above Marna’s head. ‘It’s all right. ‘But I assume everything’s been peaceful and orderly so far?’ ‘Peaceful? Better than just peaceful. his left hand was curled into a fist and in his right he was wielding a scalpel. ‘They could be. She rested her hand on his brawny arm and looked up into his glittering blue eyes.’ ‘That’ll be the Federation fleet.

isn’t it. the nurse and finally Sendet turned to follow her gaze. and five pairs of eyes watched until the doors had closed again and Marna had floated out of sight. Report back as soon as you see any change.’ Olberan clenched his fists. The bed. ‘An acetyl choline replicant in a slow-release base. I’m Ace.’ Sendet smiled nervously as the nurse flicked up two switches at the foot of the bed. will anyone see her ghost?’ Terellion gasped. Olberan merely glowered at them.’ The Doctor glared at her. The doors opened silently as the bed approached. Terellion stared at them.. He pressed a button. ‘Perhaps. ‘That’s what I call an air-bed. trembling with the cold. ‘I’m the doctor.’ he said. extending her hand. ‘You wouldn’t get one of them on the National Health. ‘I’m the Doctor. along with the machinery and screens arranged around the bed-head. One of the drawers lay open: inside it was a still figure covered with a grey sheet. mate. The little man raised his hat. you’re the doctor. when neither of the two visitors appeared to recognize her name. ‘Would you mind explaining yourselves?’ ‘Sorry. ‘She’s sedated?’ the Doctor asked. by the way. Terellion fought back her tears and an urge to smooth Olberan’s furrowed brow. isn’t she. Sendet gave him a filthy look. Doctor?’ Terellion said. unsteady hands pushed together the two halves of a metal sphere. ‘Do you mean she’s dead?’ Olberan snarled. ‘She had a skinful of nirvana last night. An oddly dressed but alert little man and a tough-looking young woman in a black jacket had joined the group and were avidly listening to Sendet and the nurse. ‘The question is. Terellion found herself favourably comparing the big off-worlder’s commanding silence with Sendet’s oleaginous appearance and verbosity. Whatever it was.’ The Doctor shook his head slowly. Terellion was about to step in to prevent an argument when the device on Sendet’s wrist began to bleep alarmingly.’ she announced. This is much more interesting than flag-waving. Who’s the patient?’ Terellion decided it was time to exert some control. I’m beginning to fancy a bit of rough trade! Terellion was the first to notice that visitors had arrived. ‘Hallo. Doctor?’ Terellion said.DOCTOR WHO — TIME LORD and the impossibility of ghosts.’ ‘So can some of the cholinesterase blockers. ‘Oh yes. ‘It’s noctidrine.’ Ace said.’ Sendet stammered. Well.’ ‘I think it’s time we had a talk. ‘Twenty-five milligrams. ‘Possibly very wise. Sendet stared at the screen and swore.. ‘I’m Senator Terellion Pang. ‘You mean.’ he spluttered. however.’ Olberan growled. She frowned. his lip curled disdainfully. ‘Doctor Sendet! Doctor Sendet! Emergency!’ the tiny loudspeaker screeched. senator. After all these years of civilization. ‘Kindly explain yourselves. ‘She’s had a traumatic shock.’ the Doctor added. I’m Olberan. ‘Intensive care!’ he barked.’ ‘Hi. Get a berth ready immediately. Doctor: that was no pink elephant she saw. He pressed a button on a pad strapped to his wrist and lifted the device to his lips. Who’s the patient?’ Sendet was the first to speak. 15 . ‘and. its walls lined from floor to ceiling with wide. imprisoning the black radiance within.’ the young woman said. The gloom in the long chamber lightened a little. He saw the plastigraft pad and sniffed it.’ the Doctor and Sendet said in unison. floated free of the wall and the nurse propelled the entire complex towards the doorway with one hand. Ace?’ *** In the basement of the hospital. Who’s the patient?’ Terellion mechanically shook the young woman’s hand. ‘but he is the Doctor. pushed the drawer into the wall. I’m sending a patient now!’ He turned to the nurse...’ The Doctor and Ace shook his out-thrust hand. He frowned. Don’t you think you should do something about this?’ He pointed to the screen above Marna’s head.’ the Doctor replied.’ Sendet said firmly.’ the Doctor said. ‘It’s too late. nirvana can be a dangerous substance. Terellion thought. Nirvana can do that to you. Appearances can be deceptive. The flickering line was almost flat. Olberan burst out laughing. and saw the ghost of her husband.’ he said.’ ‘Is it?’ the Doctor said. Olberan.’ he said. ‘I see. ‘Shouldn’t we follow him.’ Ace said. ‘It was too late before we arrived here. ‘The patient is Marna Grard. ‘I rather think Marna could do with a second opinion. But I was there. in the quantities Marna was taking. ‘This is the Doctor. ‘This is Doctor Sendet. unless I’m mistaken. Sendet ran from the room. The room was a morgue. touching his fingertips to Marna’s temples. ‘Doctor Sendet to intensive care immediately please!’ Without a word. ‘Sendet’s been giving her shots all night. deep drawers. uninvited and unannounced. ‘Marna’s going to be all right.’ Terellion shivered as the Doctor’s eyes swept the room and came to rest on Sendet. that’s all.? There have been rumours. The hands. it sent her crazy. ‘Take this patient to IC and administer a slow drip of eserine compound.

telling the Doctor and Ace to escape while he holds them off.’ whispered the owner of the hands. Olberan grabs the grief-stricken Ace and pulls her to safety. Terellion begins to admire Olberan and trust the Doctor. Almost as afterthoughts. Olberan goes to see Terellion. Terellion agrees to go quietly. disturbed by the holovid news. He tells Ace that the Doctor is finished and that their duty now is to find and rescue Terellion. These uniformed giants. Velid makes two further announcements. Velid then bans further exploration of the North Continent. During the night there is an attempted break-in. the North Continent was known only for its beaches and that the interior was ignored. They escape in his speedpod. Terellion invites the Doctor to her palatial home. but Olberan reminds her that the gronkey could be hurt in the explosion. Among the few survivors were Velid himself and the expedition’s doctor. And now that they are the planet’s official police force.’ There was something hysterical about the nervous laughter that followed. He doubts whether anything interesting or worthwhile could come from the North Continent. where she finds an epaulet that she tore from the shoulder of one of the night-time intruders. a fact which the Doctor seems to find significant. who wheel in the lifeless body of the Doctor. SYNOPSIS OF SUBSEQUENT EVENTS Reluctantly. the Starhome Guard. In an operating theatre. Ace and Olberan watch the live holovid broadcast of Velid’s appointment as president of newly independent New Starhome. Ace rescues the gronkey and returns to the hallway to see the Doctor caught in the ray from a guard’s gun. which he says has for too long diverted the attention of New Starhomers from the crucial tasks of building the planet’s economy to compete with that of the Federation and other independent planets. Terellion’s mansion has been broken into and the senator is missing. she is strapped to a table. Olberan returns. Velid declares that the malefactors will be brought to justice. The Doctor falls lifeless to the floor. not a prison. but the New Starhomers are ecstatic at the prospect of new prosperity and strength. has been found to give off dangerous radiation: he bans it and claims that certain senators knew about the danger but had hushed it up. but starjade is pretty enough: she says that Marna was wearing starjade when she saw the ghost of her late husband. he suggests that they break into Velid’s villa in Pax. Sendet visits her. but when a nurse brings her food she realizes that she is in a hospital. Starjade. but despite the obstruction of the librarian — only increased by Olberan’s brusque manner — Ace discovers that Hortan Velid’s first claim to fame was as the organizer of one of the earliest of the expeditions to the North Continent. The crowd acclaims his decisions. he invests his own paramilitary organization. and Terellion explains that both the friendly. however. with the responsibility of policing the planet. If she refuses. Olberan produces an old hunting rifle and opens fire at them. he says.DOCTOR WHO — TIME LORD ‘Another guest in the hotel. Ace cannot believe that Terellion is one of the senators who hushed up the danger of starjade. Sendet scans the Doctor’s body and is amazed to find that the Doctor is not human. and although he is clearly worried and in awe of the senator he insists that she must submit to a course of medical treatment. they are carrying weapons. Terellion agrees. dark green mammals and the emerald-like stone come from the North Continent of the planet. The next day the Doctor. ‘If we carry like this like this. The Doctor recognizes it as part of the uniform of the Starhome Guard. which Ace foils. In place of the Federation Security Corps. 16 . seem unnaturally strong: they smash their way through locked doors with ease. He tells Ace that even now Velid would not dare to incarcerate the glamorous senator in an ordinary prison. Sendet gloats about her defencelessness and then places a metal globe above her head. There is very little available. The Doctor urges flight. but Olberan wants to confront the officials who arrested Terellion. Ace. she will be tranquillized and treated anyway. the cream of New Starhome’s youth. The Doctor’s reassurances are interrupted by the arrival of a squad of Starhome Guards. Terellion is in a featureless cell. The Doctor disapproves of his strident nationalism. The guards. The servants say that she has been arrested. saying that there is still plenty of the South Continent to exploit and that many of the islands of the archipelago have yet to be visited. He is about to open it when he is interrupted by a squad of guards. and shows him her gronkey and her collection of starjade jewellery. The Doctor seems particularly interested in gronkeys and starjade. we’ll have to build an extension. Olberan adds that when he was last on the planet. Velid’s first act as president is to dissolve the senate and give himself emergency powers to rule until new elections can be held. Ace and Olberan return as the Doctor is explaining that starjade has unusual properties. confused and angry. befriends Olberan’s pet gronkey and wanders into the garden of Olberan’s house. She finds the gronkeys a little disturbing. which has remained largely unexplored throughout the centuries of human settlement because of its inhospitable tropical climate and its lack of mineral resources. Ace and Olberan visit the Pax library to gain information about the North Continent. Ace produces nitro-nine with which she intends to blow up the guards. a hover-vehicle. The Doctor and Ace accept Olberan’s invitation to stay the night in the house he has rented. he says. whose name was Sendet. can move fast enough to dodge the bullets: the Doctor falls and is surrounded. His expedition was a disaster and most of the explorers died.

which he wheels into the space between the guards. Inserting microcircuits at random. Hearing Olberan approach. A senator has almost been murdered. upstairs. She curses herself for her stupidity and urges Olberan to make for the hospital with all speed. Ace finds no sign of Terellion nor anything else of interest in the sumptuously furnished bedrooms. Olberan hacks into the security system to gain access to the grounds. is determined to go to Central City. Terellion. He is outraged and wants a showdown. she conceals the computer.’ she says to the blustering Olberan. and therefore able to withstand the life transfer. but Ace will not be deterred. but he insists that Terellion must be on the premises. but Sendet tells her that the Doctor is alive. outruns the guards’ pods. because the North Continent is now out of bounds. Sendet moves the sphere towards her and she screams. Ace catches the Doctor’s eye. Terellion fights back tears as the guards zip up the bag. hearing footsteps. says that is an excellent reason for going there. a ball of blackness contained within the sphere. The trolley trundles along the ray-filled corridor. he says: he was surrounded by a crowd of unhappy and disoriented minds and he also found one extremely confused stranger. but refuses to let her follow Sendet to safety. explosions and blaster shots. It was a struggle. Then she suddenly remembers that from outside the villa she saw a cylindrical turret. and he is determined to make Hortan Velid aware of the injustices being done in his name. is about to move on when the gronkey demonstrates that the computer terminal is portable by lifting it out of the desk. Ace sets up the computer and manages to turn it on. She is sure that if the senator is imprisoned in the building. points to Olberan. tells the Doctor he knows too much and orders the guards to kill him. Sendet is stunned. Instead he pushes her into the lower part of an equipment trolley. while Sendet escapes through another exit. after a rough start. Ace steps into a small circular room: it is a lift. 17 . and sends Ace. In the master bedroom. she will be found in the cellars. Ace opens the door at the other end. Olberan. Dark radiance from the Remote Globe. announces that the transfer has been successfully completed and calls for guards to put the Doctor’s body into a disposal bag. Ace takes it and returns to the lift. Olberan tries to curb her optimism. Terellion watches helplessly as the metal sphere is moved above the Doctor’s head and spilt open. ‘I’m driving this bus now. The door is locked. too. who still has the rescued gronkey with her. She takes the lift to the basement where she steps out into a dark room that is furnished as a study. which he says might be dangerous. After telling Ace that using nitro-nine will attract too much attention. They decide that the Doctor should be exposed to the Remote Globe. which is what he accuses Sendet of trying to create. leaving the Doctor’s body pale and unmoving. agrees. The guards take up defensive positions in the doorway. ‘Move over. but she cannot find a way to access them. Ace’s gronkey reaches forward. but Ace remembers the security code that Olberan used and finds that it unlocks the door. and gives a thumbs-down sign. and seems pleased when she says she’s going to the North Continent. The Doctor asks Ace where she’s driving to. sitting alongside Olberan. he says. he manages to disarm one of the guards and use the captured weapon to gun down the remainder. Terellion and Olberan are appalled. holding his head. The Doctor. Rambo. she reviews the astonishing contents of Hortan Velid’s confidential files. Velid’s villa is even more grandiose than Terellion’s mansion. He gives the trolley a shove and throws himself flat on top of it. a gothic folly rising from the modern edifice. There is a computer terminal set into a desk. Ace finds the computer’s memory store in the form of a wheel of microcircuits. and eventually decides to leave by herself. Sendet recovers his wits. not a human. This forces Olberan to accompany her. Ace reluctantly agrees to the logic of Olberan’s suggestion that they should split up to search the vast building. The Doctor smiles and nods. Sendet tells Terellion that the globe is draining the Doctor’s life. installed at the controls of the speedpod. Sendet closes the metal sphere. She finds the entrance to it in the corner of the master bedroom.’ With Ace at the controls the speedpod. He comments that he has just had a remarkable experience that he wouldn’t recommend to anyone. The Doctor says he can hear the cavalry coming and then everyone in the room is aware of approaching shouts. grabs the trolley. The Doctor explains that Sendet was right: he is a Gallifreyan. The Doctor frees Terellion. She puts the wheel in her rucksack and. Terellion overhears Sendet making a telephone call. Terellion watches aghast as the shroud of dark light withdraws into the globe. envelops the Doctor. shouting over her shoulder for Olberan to stop shooting and follow her. The Doctor sits up.DOCTOR WHO — TIME LORD Terellion accuses him of complicity with murderers. he stresses. He and Ace must search again. Olberan reports that he has found nothing. Ace disagrees. not because she fears the globe but because the body bag is moving: it is being unzipped from the inside. is not dead. Olberan volunteers to descend into the cellars. He found it a very miserable reservoir of mental energy. and runs with it to the speedpod. It is only thinly guarded. and not a moment too soon: as they return to the speedpod. but he was able to escape from wherever the globe took his life-force. He is asking for instructions. then it is likely that the Doctor. but the other party seems unsure what to do next. the guards round the villa begin to stir. He was glad to get away. steals Olberan’s blaster and hands it to Ace. Ace realizes that if they are merely stunned. however.

disarmed. as Terellion almost was. The intelligence becomes excited. gangs of the creatures can be seen carrying boxes. While the Doctor and Ace run towards the tower. Ace says that if ruined spaceship contains anything important. Olberan alerts the others to the sound of approaching speedpods: Velid has found them already. it never entirely died. As they run from the speedpod. was prepared to kill. but the guards are overwhelmed. The Doctor replies by asking Ace to repeat the information she discovered about Velid’s expedition to the North Continent. Ace takes the little craft still closer. The Doctor explains that although the ship has been there for centuries or millennia. Ace remarks that her arrival couldn’t have been more obvious even if she’d radioed ahead. As the craft lands. She realizes that it is communicating with her telepathically: it is telling her that there is danger in the tower. the little party struggles upwards through the interior of the ship. It is immediately obvious that the building is not an ancient stone edifice: it is made of metal. aware that the unafraid other who joined it and then abruptly departed is returning in a way that the intelligence cannot comprehend. As the speedpod circles over the endless rain forest. Olberan protests that they are wasting time. saying that they should all see the terrible truth of the basis of Velid’s new order for New Starhome. The wall is a blank screen. staring alternately into the screen of the portable computer and the eyes of the gronkey. clearing undergrowth and digging trenches. the Doctor is worried because he can do nothing to stop the guards radioing for reinforcements and he says he and Ace must move fast. Velid’s opponents are probably being arrested and perhaps killed. Guards loom over the Doctor and Ace and take aim at point-blank range. He points towards the jungle: there is a strangely regular clearing. she says. Halfway to the tower. and that the Doctor is taking them on a wild goose chase. on which rests a black globe from which darkness seems to emanate. who have never previously shown any capability of organized behaviour. Soon there are hundreds of faces surrounding the foursome. the Doctor and Ace realize they are surrounded: pinned down by blaster rays. Olberan points out that even if it is true. Prompted by the Doctor. The Doctor. perhaps centuries before the first human colonists arrived.DOCTOR WHO — TIME LORD Ace pilots the speedpod northward over a vast ocean and then over an equally vast landmass covered with jungle. At its centre there is a tall. that in Central City. windows. thin tower: it is leaning and much overgrown with foliage. and surrounded. Ace’s gronkey returns to her and stares into her eyes. Squeezing through the gaps between ruptured storage tanks and smashed electronic circuits. but the Doctor persuades them that they are safer in the old spaceship because Velid would not risk damaging the source of his power. cannot be dissuaded from finding a way in. He adds that Velid’s computer records contain references to a fortified camp in the North Continent. Ace brings the speedpod down slowly. Hortan Velid. Terellion weeps as she 18 . Ace realizes they have reached a chamber that occupies the top of the tower. It seems that the dark green mammals have been pressed into service as labourers. The largest cluster of buildings is next to the thin tower. The Doctor concentrates and images begin to appear on the screen. The two New Starhomers are amazed at the gronkeys. and she takes the speedpod down. They find a gap in the tower’s structure. He leads the way into the dark chamber. they could spend years failing to find it from the air. Ace points out that the guards don’t need reinforcements. The guards advance inexorably. Ace works out that the tower is in fact a spaceship. The clearing is obviously not natural. Olberan and Terellion catch up with the Doctor and Ace at the base of the tower. wave after wave of gronkeys swarm over the guards: they take horrendous casualties. Ace’s gronkey abandons her and flees into the jungle. Olberan and Terellion refuse to be trapped inside the tower and would prefer to take their chances outside. The Doctor navigates. Olberan leads Terellion in a rescue charge that proves futile and they are captured. There are no doors. it must be in the empty-looking nose cone. The room is empty except for a pillar in the centre. in Pax and all over the South Continent. Above the globe is a metal hood suspended by a thick cable. The gronkey in the speedpod becomes agitated for the first time. however. one of which is overseeing teams of gronkeys. and from its roofs sprout aerials. and its insides consist of a maze of wiring ducts and hydraulic systems. they can only await capture. each face is a moving mask of abject terror and anguish. The Doctor says that they have been learning. The expedition of which Sendet was a member found the tower and the source of power it contained — power for which the expedition’s paymaster. and it becomes clear that the settlement is inhabited: small squads of Starhome Guards look up from their tasks. They pause at a hole beyond which they can see only a black void. Arranged in groups across the clearing are modern domes and huts. The Doctor pats the gronkey’s head and explains that he has an assistant navigator. It looks like a ruined temple of a lost civilization. dishes and a thick cable that runs to the top of the tower. At that moment the gronkeys arrive! Running silently from the jungle. Ace says there is nowhere to land but in the clearing. The interior of the ship is damaged and the Doctor concludes that it made a forced landing on the planet. the guards close in. Olberan and Terellion provide covering fire from the speedpod. The apex of the spaceship is a circular chamber with a conical roof. and not of human design. rooms or corridors.

With a burst of blaster fire. Velid has been able to use the accumulating power of the trapped intelligences to augment the strength of his guards and has campaigned for New Starhome’s independence to ensure freedom from Federation interference. The Doctor disagrees. The Doctor says that Velid had started to make mistakes: the gronkeys had forced him to press ahead with his plans too fast. To Velid’s consternation. he has an almost infinite supply of human intelligences with which to feed the black globe. hands over the weapon and says that he had always thought Velid’s plan were too grandiose. with no sign of intelligence. Olberan picks up a blaster and points it at Velid. Ace suddenly realizes how Olberan managed to break into Velid’s house so easily. such as that of Marna’s late husband. but the Doctor says that there isn’t much point. Ace. Olberan shrugs. He glances at Olberan. sparks flash from the torn cable. but the Doctor says that it’s just a ball. Whenever a gronkey. Velid announces that the Doctor’s intelligence will be added to the pool of life forces within the globe. The contraption crashes to the floor. and to protect the gronkeys by diverting attention elsewhere. a hideous alien figure takes shape. He congratulates the Doctor on the Time Lord’s correct assessment of the situation. but the Doctor restrains her. are confused. distracting her. catch!’ he says. who turns the gun towards the Doctor. Velid is still smiling. including those working in the black globe chamber. and why the tough off-worlder has proved to be such an ineffectual ally. such as Terellion’s guest Marna. and Ace realizes that the Doctor’s stratagem is about to be undermined. tossing the globe to Velid. The Doctor explains that Sendet has been draining the life from his patients and transmitting the life-forces from the hospital in Pax to the black globe. The Doctor picks up the globe again and concentrates. His guards will be invincible. the gronkey could not help becoming a conduit for that image -and thus Marna saw the ghost of her husband. Because the spaceship was so difficult to enter. and he acted swiftly to ban starjade after the Doctor had planted hints that the stone might be responsible for the ghost sightings. picked up a mental signal from a nearby human. The screen goes blank. such as Terellion’s for instance. He orders the Doctor to touch the black sphere. Her gronkey leaps from her shoulders and swings from the hood above the globe. Thus they saw the tortured images on the screen and became aware of the alien intelligence’s misery and confusion. but have an easy life in the rain forest and therefore no need of permanent settlements or toolmaking skills. one of a species that has no corporeal existence and which lives as collective consciousnesses. The Doctor introduces the others to the intelligence — the only surviving member of the crew of the spaceship. the guards enter the room. Olberan and Terellion are held at gunpoint while Velid gloats about his victory. They communicate telepathically. Velid ignores the interruption and the Doctor picks up the globe. where it smashes into fragments. hoping thereby to smother reports of people seeing ghosts. but he adds that his plans are more far-reaching. Velid catches it in both hands and slumps to the floor as his life force drains into the globe. these gronkeys were in constant mental touch with their fellows in the North Continent. On the screen. that resonated with an image. The Doctor. The guards. and Velid knew that someone would start asking difficult questions. Velid will crush all opposition. gronkeys were trained to clean the black globe chamber. He pressed ahead with his campaign for independence. None of this would have mattered but for the fact that gronkeys were being shipped to the inhabited South Continent as pets. Terellion and Olberan don’t understand: they know that the gronkeys are mere animals. and therefore have the potential to develop very quickly if given the right stimulus. Ironically it was Velid who provided the stimulus: once the enslaved gronkeys at the spaceship site had been shown how to use tools and had heard human speech. nothing happens. deprived of the source of their extra strength. followed by Velid. He tells the Doctor that he has never relied entirely on the globe’s power and has had agents strategically placed for years. and he will go on to conquer all the worlds of the Federation and beyond. he says. Such sightings were occurring all over New Starhome. Although they appeared uncommunicative. the new knowledge was instantly available to all the gronkeys on the planet. ‘Here. saying that gronkeys are intelligent. After a struggle in which Ace and Terellion prove a match for the unaugmented youths. promising peace at last to it and to the hundreds of humans imprisoned with it: he drops the globe onto the floor. and anyway dangerous for humans. With New Starhome completely under his control. Velid and a contingent of his superhuman guards are ascending towards the chamber. No one can stop him now. whispering that he has known for some time about Olberan’s deception. Ace’s gronkey leaps at Terellion.DOCTOR WHO — TIME LORD recognizes acquaintances who have recently died. Ace disagrees. The Doctor tells Velid that the game is up. Velid complains that Sendet assured him that to touch the globe was to die. seen by the gronkeys in the spaceship. Voices are heard within the ship. The Doctor’s motives had been to find out whether Velid had something to hide. 19 . Now that he is president of the independent planet. Olberan threatens to kill the Doctor. He speaks to the alien intelligence. Terellion starts to say that the Doctor has already survived one such attempt. She launches herself at him.

As in The Necromancers . It is set in the far future and includes some standard science-fiction themes such as grounded spaceships. The Doctor. 20 . as is even more likely. aliens. NOTES The Necromancers is intended to be a fairly typical example of a DOCTOR WHO story. or on the corrupting influence of political power. as well as science fiction. A background theme of this nature is not essential. foiling the villainy usually involves threats to the very life of the Doctor or. but adds that even without his intervention the gronkeys were learning rapidly from humans and might well have proved to be a formidable obstacle to Velid’s one-party state. for instance. Depending on how it was written. it should be noted that a DOCTOR WHO story is often more than just a science fiction adventure cum detective thriller. The Necromancers could contain a commentary on the evils of colonialism. DOCTOR WHO stories are often like puzzles: they have something of the detective story in them. will find themselves presented with inexplicable goings-on that will require investigation. As usual. as well as perhaps a certain amount of brute force. but it does help to add an element of realism and significance to a story that might otherwise seem fanciful or trivial. you will find that the players will become even more involved in their roles and in the plot if they believe that their characters are fighting a realistic injustice or a believable evil. a DOCTOR WHO story often has a cliff-hanger ending which is resolved by a combination of the Doctor’s remarkable abilities and his companions’ resourcefulness. Investigation usually reveals that the danger is far greater than was at first apparent. Finally. to that of his companion. When you create your own DOCTOR WHO adventures using TIME LORD.DOCTOR WHO — TIME LORD Terellion says that it was just as well the Doctor arrived when he did. The Doctor agrees that it was a remarkable coincidence. Like the best science fiction stories. has to find out what is going on. its plot depends on the interaction of well-rounded characters rather than merely on futuristic technology. it is not clear what the villainy is or who the villains are. adopting the roles of the Doctor and his companions and allies. TIME LORD adventures will also show this form of construction: the players. They leave the spaceship and the Doctor’s point is demonstrated: the guards are returning to normal after the sudden removal of their augmented strength and everywhere across the clearing gronkeys have recovered the guards’ weapons and are rounding up the dazed youths. and telepathy. And as usual. however. as well as the reader. the Doctor and his companion arrive to find themselves in the middle of a nefarious scheme.

DOCTOR WHO — TIME LORD PART TWO Role-Playing: What It Is And How To Do It 21 .

When you reach the roof of the guardhouse. Actors were almost certainly the first people to use role-playing techniques. doctors and nurses. dramatic improvisation is useful in many other areas. You can already feel the thrill of victory: there is enough nitro-nine packed into this bomb to blow apart the top half of the tower. improvisation and role-playing are usually supervised activities bounded by a definite purpose and by rigid guidelines. as it is when an actor performs the dialogue and actions of a play. You try to steady your racing heart and your whirling thoughts. Perhaps you should continue with your plan. you lift yourself over the parapet. hopes to project a fully rounded personality on stage. The Kysarans take him into the tower. The ladder that snakes up the tower above you is obvious evidence of an intruder. just a few seconds’ delay. it is known as improvisation. the imminent explosion will finish him. Have you enough time to follow the Kysarans into the tower. When children pretend to be hunters. but nothing can be done about it now. So are adults who put on airs and pretend to be more genteel than they are. are marching across the flagstones towards the tower’s entrance directly below you. and you risk being blown to bits along with the tower. is usually so structured that it is unchangeable. by imagining his character in such situations. anonymous in blood-red power armour.DOCTOR WHO — TIME LORD Your fingers are trembling. All of the role-playing explained so far involves an element of acting: the role-player moves and speaks in 22 . You look at your watch: six minutes to detonation. you have just taken the first step in role-playing! A BRIEF HISTORY OF ROLE-PLAYING Role-playing lies between play-acting and real acting. A psychotherapist might ask a patient to imagine himself as someone else — his own father. You flip open the compartment on the side of the black cylinder and press the buttons of the timer. and most drama students are taught it. but just one slip. As you hang by your fingers. His hands are manacled. Biting your lip. Every second counts. If the Doctor is taken to the upper levels of the tower. according to the script. What would you do? Can you decide? You must decide! Have you decided what to do? You have? Congratulations. Role-playing is semi-structured: the idea is to allow for spontaneity within a framework of rules. fighter pilots. with one of the Indians refusing to be gunned down and accusations from the cowboys about cheats who don’t take their shots. As the above examples demonstrate. This technique is widely used by actors today. You press the red button. the character blusters when threatened. As you prepare to jump down to the courtyard. There is time — perhaps just enough time — to clamber up the ladder and stop the countdown. mums and dads. such as psychotherapy and management training. the Kysarans’ Termination Fleet will be unable to make landfall. on the other hand. perhaps. rescue the Doctor and get him clear before the blast occurs? You have to decide what to do. your feet flail in the air until they find the first rung of the rope ladder. you have to hope that no one spots it during the next few minutes. he appears to be unconscious. In the twentieth century. The Doctor’s diversion has obviously failed: the Kysaran advance guard could send the landing signal to the main fleet at any moment. Real acting. In order to understand the personality of the character he is representing. you see the courtyard below is deserted. Imagine yourself in this predicament. Ten minutes should be plenty of time to reach the ground and take cover in the alleys of the ruined city. Between them they are dragging a prisoner: the Doctor. with one playing the role of a personnel manager and the other that of a trade union official. you breathe a sigh of relief. The above examples are at the two extremes of a spectrum. Peering through the battlements. two management trainees might be pitted against each other in a hypothetical setting. jump to the ground and take shelter in the nearby ruins. and you have to decide now. they are play-acting. yet they remain open-ended: the decisions of the participants decide the course of events. Play-acting is unstructured and the rules of play are made up as the game progresses: children’s games of make-believe often degenerate into arguments. After one final check of the crampons digging into the crumbling stonework. Lying flat on the slates you peek over the edge of the roof: two gigantic Kysarans. One final check: the canister is wedged securely against the control box of the transmitter and the timed detonator is functioning. how might he react if he were in mortal danger? And what would he do if the threat turned out to be only a practical joke? The actor. gladiators. you hear voices. but you tell yourself it is only the effect of the biting wind that you can hear whistling through the battlements and the rigging of the aerial. you start to descend. so the transmitter has to be destroyed. hoping that the Doctor will be kept in the lower part of the tower and will survive the explosion. Actors who put on costumes and pretend to be heroes or clowns are engaged in real acting. If. In these contexts it came to be known as role-playing. the message ‘COUNTDOWN’ flashes on the LCD. an actor imagines himself as the character in situations other than those that occur within the text of the play. Without the transmitter.

there was no board. They tend to reflect the genres of popular fiction or. The first and best known game was Dungeons & Dragons . no counters. the game’s inventors wanted more: they wanted to be able to play the game at an individual level. To avoid chaotic disputes about who is permitted to do what. The earliest editions of this game revealed its origins as a cross between swords and sorcery fiction and wargaming with toy soldiers. Books.DOCTOR WHO — TIME LORD character. But its arrival coincided with a surge of interest in games of all types. one of the group acts as the supervisor. A group of friends gather together. But as any writer of fiction knows. Role-playing games. and their simplified offshoots of gamebooks and computer adventure games. after all. Many hundreds of role-playing games have been produced. to a much lesser extent. Thus a gamer can play the role of an interstellar explorer. It is possible to imagine Shakespeare. They invented rules that allowed each player to make decisions on behalf of the individual characters in the game. 23 . the military set pieces were being ignored in favour of small-scale adventures in which a band of individual characters would brave the dangers of subterranean labyrinths. At first it interested only a very few people: it was. Prince of Denmark — and then asked himself: what would Hamlet do when he realized that the funeral he was watching was that of his beloved Ophelia? Any novelist. Role-playing has become popular as an entertaining pastime. to give life to the individual heroes. an unusual sort of game. and by the mid 1980s the hobby of playing games had become ingrained throughout the English-speaking world. dwarfs. and it became a cult hobby among teenagers and young adults on both sides of the Atlantic. real life. a hobbit in Middle-earth. who was an actor as well as a playwright. uses exactly the same technique: Ace knows that if the bomb explodes the Doctor might die. were and are dominant within the hobby. but unless the transmitter is destroyed the planet will be devastated — what would Ace do? To sum up. generals and wizards who led the armies. putting himself into the personality of each of the characters in his plays without leaving his writing desk. thinking himself into a role — for instance that of Hamlet. each adopts a role. Having created a wargame campaign in which massed battalions of model humans. elves and goblins fought across a fantasy world. Other role-playing games soon followed. The game reached Britain shortly after it appeared in the United States in the mid 1970s. TIME LORD is a set of rules that enables a group of people to role-play the characters from the television series DOCTOR WHO: TIME LORD is the DOCTOR WHO role-playing game. He would have sat. soon. Dungeons & Dragons was born. with more than a quarter of a century of television stories that provide a mass of background details and a wealth of characters. a sword-wielding warrior. It consisted of just three densely printed rule books. and no definite objective except to create an adventure. sedentary exercise. villains and monsters. a private investigator or a modern infantryman. and indeed any DOCTOR WHO scriptwriter. DOCTOR WHO. Commercially available role-playing games and the hobby of playing them have a relatively short history. a member of a starship crew in Star Trek. or even one of the Beatles in a short-lived product entitled Yellow Submarine. and a story produced by the interactions of the decisions made by the characters. is the ideal subject for a role-playing game. he usually uses a set of established rules to control the session. television and films were an obvious source of inspiration for role-playing games and manufacturers were quick to produce tie-ins: a gamer can be a fictional spy in the game James Bond. role-playing can be a silent. quill in hand. the other participants thinking themselves into the roles of the characters involved. and they create a story between them. there are three elements in role-playing: a structure of rules and motivations that are supervised by one person.

The referee. the book of rules is only one of many components: a role-playing game often consists of nothing but a book of rules. In any case there are practical difficulties: a game with more than half a dozen players will overload all but the most experienced. he will find his task relatively simple: he will be told how many players the adventure is designed for. inventive storyline. Under this arrangement the players can talk easily to each other. these can be drawn in advance by the referee. because ideally all the players should be seated round the same table. for the use of the game’s supervisor (known in TIME LORD as the referee). which are used to provide a visual representation of the rooms and spaces in which the adventure takes place. along the lines of those linked series of DOCTOR WHO stories that last for an entire television season. The function of a role-playing game rule book is twofold. for ever. It is easy for the referee to create a one-off adventure and find a group of players that can get together for one or two sessions of play. Other equipment may be introduced at the referee’s discretion. and it is all that is needed apart from two ordinary six-sided dice. no other special components are required. but this takes time and requires considerable planning and some previous experience of the game. and what equipment. how long the game will last. such as the Doctor or one of his companions. if any. Even when an adventure comes to an end. and whether he should provide any equipment other than the dice. THE REFEREE AND THE PLAYERS The participants in a role-playing game are the referee and the players. quick-witted and resilient of referees. where the referee may want to place diagrams. monsters and minor characters. they have a solid surface on which to rest their notes and to write. If he uses a ready-made adventure. 24 . EQUIPMENT The referee’s preparations and the imagination of the players are the most important extra components for a game of TIME LORD. DURATION OF A GAME A role-playing game need have no time limit. unending. First. roughly how long it will last. a referee cannot be expected to come up with a continuous. This book is the rule book for the DOCTOR WHO role-playing game. in theory. One of the most useful playing aids is a set of floor plans. will be rare. The referee devises in advance the setting and basic plot of an adventure. One-off adventures. NUMBER OF PLAYERS In theory there is no maximum limit on the number of players that can take part. pencils and paper to start creating and playing new adventures. he administers the game. and even models to help the players visualize the setting of the adventure. although each adventure will probably be designed for a specific number or a set maximum number of players. It is also difficult to gather the same players in the same place at the same time over and over again. such as the one in Part Five. maps. pens and paper that are required for every game. There are also space constraints on participants. among them the participants’ need for sleep and sustenance. each of whom controls one character.DOCTOR WHO — TIME LORD KEY CONCEPTS IN ROLE-PLAYING GAMES THE RULE BOOK In most proprietary games. it provides background information and guidelines for creating adventures. The referee has a considerable responsibility. Apart from a copy of this book (which only the referee needs to have. or he can use one of several types on sale in games shops. can see and hear all the players. will therefore be usual. Second. Once again there are practical constraints. meanwhile. how difficult the adventure will be to complete successfully. will be required. The players take on the roles of the major characters. episodic epics. too) the only equipment required is a supply of paper. the referee may choose to treat it as simply one episode in a longer story: the game can continue. although the players will find it useful to have copies. TIME LORD works best with one referee and three or four players. and they can all see the centre of the table. interprets the rules and plays the roles of the villains. HOW A GAME IS PREPARED It is up to the referee to decide in advance how many players there will be. pens and dice. similar to one four-part DOCTOR WHO television story. it furnishes a set of rules to govern the success or failure of the actions attempted by the characters played by the other players. It is more fun and more satisfying for the referee to create an adventure of his own. with the referee at the head of the table and slightly apart from the players. and he will have to prepare the adventure in advance of a game session.

He invites players. the referee explains how a role-playing game works. Metebelis 3 or the Eye of Orion. Which characters are played depends on the adventure the referee has planned and on the number of players. When carefully painted. The referee describes the situation in which the players’ characters find themselves at the start of the adventure: the game begins as soon as the players respond by telling the referee how their characters react.DOCTOR WHO — TIME LORD Miniature figures. He gathers together a supply a pens. or by accumulating a predetermined amount of play money. a group of two players might choose to play Jo Grant with the third Doctor. their characters work as a team. and the savage monsters or power-hungry aliens. The referee can also introduce characters he has created which a player can run during an adventure or even 25 . TIME LORD is about playing such aspects of a character to the full. models. THE OBJECTIVE In most games the players compete with each other. they can take satisfaction from a job well done. usually one for each character in the adventure. all are provided and managed by the referee. paper and dice. CHARACTERS Character is the general term used to describe any role that the referee and players of TIME LORD assume during an adventure: the Doctor. but in nearly all cases the key to success for the players is co-operation. sketches and maps. The information provided in this way should not. and character sheets. does not encourage the players’ characters to take part in looting and pillaging. the players co-operate to explore the setting and overcome the obstacles created by the referee. Barbara Wright and Susan Foreman in addition to the first Doctor. The players do not oppose each other. TIME LORD adventures involve the players’ characters in solving mysteries. Those characters that are played by the referee are called referee characters. although the players will no doubt make their own notes. A role-playing game is different: instead of competing. can be placed on the floor plans to give an instant idea of the locations and relative positions of the characters and their opponents. Captain Yates and Sergeant Benton. to a gaming session. miniature figures of metal or plastic can be minor works of art and add immediacy to any game. or as elaborate as facsimiles of the very maps that the characters retrieve from the TARDIS’s data store. their characters may end up hurt or even dead. Suitable figures can be found at specialist games shops. for instance. Suitable groups are listed with the details of each Doctor in Part Four. The villainous plot or imminent disaster. while others are more like detective stories in which the players’ objective is to solve a mystery. and look forward to that relaxing holiday that the Doctor has promised them on Florana. the referee can provide maps and charts to help the players visualize the setting of the adventure and understand the relative locations of particular places. and the opposition is provided by the referee. those adopted by the players are player characters. the adventure can commence immediately. to both referee and players. describes the background of the characters. the game finishes when one of the players wins by eliminating all the other players. It is suggested that players pick or are given companions who have travelled with the Doctor at the same time: a group of four players might choose to play Ian Chesterton. which are used to represent the players’ characters. HOW TO START PLAYING The referee devises an adventure or studies a ready-made adventure. exceed that which the players’ characters find out during the course of the game. and makes sure that all the players understand their characters’ abilities and the basic principle of the TIME LORD rules: beat the difference. averting catastrophes and righting wrongs. If the players fail. He prepares any other equipment that he thinks will prove useful to himself or to the players — for instance maps. true to the spirit of DOCTOR WHO. Especially large groups can be catered for by bringing in irregularly appearing characters such as the Brigadier. Floor plans and figures are particularly helpful. scribbled quickly to clarify a particular question. minor characters and monsters. if they succeed. the players’ objective in a role-playing game is usually one of two types: in some games the main objective is to collect booty and slaughter opponents. Many role-playing games manage to combine the two aims. pictures. TIME LORD. Such maps and charts can be as simple as a helpful scrawl. All characters have beliefs and mannerisms that make them unique. of course. If the players are familiar with DOCTOR WHO and TIME LORD. when a skirmish takes place during an adventure. A player will generally play either a generation of the Doctor or one of his companions — an ordinary person who has joined the Doctor on his travels. his companions and even enemies such as the Master and the Meddling Monk are all characters. If not. not about manipulating the numbers that are used to define his physical and mental prowess. Finally. Apart from the crucial business of keeping their characters alive and functioning.

DOCTOR WHO — TIME LORD carry on playing in future adventures. so a player who cannot throw himself into a role is hardly setting a precedent — in fact he is making an accurate contribution to the adventure! Players should use the descriptions of their characters provided in Part Four to help them imagine how they should act in a given situation. Fighting is dangerous. in Battlefield and teamed up with her to find out what was going on. especially those who are unfamiliar with role-playing. There are some splendid examples of bad acting in the television series. The most challenging way of providing players with balanced characters is to allow each player to assume an incarnation of the Doctor and to play an adventure like The Five Doctors or The Three Doctors. once they are on top of you. Shou Yuing. A player who. so get involved only if you can get the advantages of surprise or numbers. If the enemy is in strength. surrender to buy thinking time. Such characters are ideal choices as new companions. This solution is recommended only for experienced players: the Doctor’s mysterious nature and erratic genius makes him difficult to role-play well — having five Doctors around magnifies the problem tremendously! New players. There are some basic tips to ensure your survival in a hostile universe: dodge and run! Most characters can out pace their pursuers. in the TIME LORD game they can easily join the Doctor on other adventures. dodge everything unless you are very competent in close combat. Role-playing is like acting: some people are good at it and others are appalling. This is the essence of a role-playing game. The enjoyment should come as much from playing a character well as successfully completing an adventure. 26 . The player should not act in the way he would ordinarily react but in the way he imagines the character would respond. Companions often make temporary friends during an adventure and these referee characters can temporarily become player characters to ensure that anyone who wants to play TIME LORD can be assured of a role. Ace. is a member of the Territorial Army might be tempted to have his character fight any alien that was encountered: such behaviour would be accurate if he were playing Sergeant Benton but would be out of character if he were playing Victoria or Nyssa. so running away is always a good idea if the Daleks are still approaching. Yet conflict between characters should not be overlooked as a source of enjoyment: teasing or outright personality clashes are very much a part of DOCTOR WHO. Characters should co-operate with each other most of the time because teamwork is vital to the successful completion of an adventure. for example. In Delta and the Bannermen. made friends with a Chinese girl. the Welsh girl Rachel — who had made motor bike maintenance a hobby — proved a useful ally to the Doctor. TIME LORD is a game and is meant to be fun. for example. should not be daunted by the character they are given.

however. the Australian air hostess. Alongside each illustration you will find a list of the character’s abilities. or play the bagpipes. First Aid 1. this extract from Switchback will introduce you to the concept of playing a character and to the basic rules of TIME LORD. for instance. Each ability has a numerical value. and Jamie. This Switchback excerpt has been adapted to use the TIME LORD game rules. too. Wounds 4) Make a note of this page number. paper and a pen will be useful. Independent Spirit 1 Awareness: 3. there is no referee: the book controls the game.DOCTOR WHO — TIME LORD SWITCHBACK A solitaire DOCTOR WHO adventure On the following pages you will find an excerpt from the DOCTOR WHO adventure Switchback. Musicianship (bagpipes) 1 Equipment: dirk (edged weapon. however. Printed here are summaries of the character sheets of two of the Doctor’s companions: Tegan. There will be only one player — you — and therefore you will not experience the complexities that arise in multi-player games. or dance a reel. In Switchback. Cheat Death 1 Control: 4. or anything else that you decide Jamie might do. you might decide that Jamie would attack. Next to some of the abilities you will see special abilities. Brawling 2. you will gain a good idea of how a game of TIME LORD progresses. Marksmanship 2. Running 1 Knowledge: 4. Acute Hearing 1. Marksmanship 1 Size: 3 Weight: 4 Move: 3. you will appreciate how these different ability scores affect each character’s actions. Acute Hearing 2. TARDIS 1 Determination: 5. or run away. 27 . HOW TO PLAY Before you start you should choose which character you want to play. have been made. The excerpt has been configured as a solo role-playing game: you will play the role of one of the Doctor’s companions. Striking Appearance 2 Equipment: laser cutter (counts as edged weapon. because there is no human referee to respond to the potential variety of your character’s behaviour. More significantly. Running 1 Knowledge: 3 Determination: 4 Awareness: 3. Mountaineering 2 Size: 4 Weight: 4 Move: 3. As you play it. A few unavoidable simplifications. The important thing to notice is that the two characters have different ability scores: Jamie has a higher Strength ability than Tegan. Driving 1. you will need to consult these character sheets while you play Switchback. which also have numerical values. but Tegan has a higher Knowledge ability. Full details of these characters are given in Part Four on pages 84 and 76 respectively. Cheat Death 2 Control: 4. the possible actions of your character are almost infinite: if you were role-playing Jamie. If you play Switchback twice. Edged Weapons 2. once as Jamie and then as Tegan. for instance. or pretend to faint. your character will be offered only a few options. Con 1. providing you with information about your character’s situation and prompting you to decide what your character should do. Artist 2. Wounds 4) Tegan Jovanka Abilities and special abilities Strength: 3. Jamie McCrimmon Abilities and special abilities Strength: 5. the Highland piper. The use of these numbers will be explained in the course of the game. You will need two dice. Within these limitations. In a real game with a human referee. and Jamie were to meet an unfriendly monster.

Suddenly you hear a noise: a familiar. rather than see. you fail to recover. Now back to the adventure: if you managed to stop the time rotor. Roll two dice. your understanding of technology. Module 2 You can see the pulse of energy expanding from the Drekkar’s blaster. Roll two dice. Module 1 The Doctor has been absent for about half an hour and you are becoming very bored. Using even a simple control requires some skill and knowledge. your Knowledge on its own is your ability score. you wander into the darkness. much to the Doctor’s surprise. The blaster inflicts 6 Wounds. you stare at the bewildering array of flashing lights. It has an Determination ability of 1. so you will have to close with the Drekkar before you can attack it. the light starts to pulsate. The time rotor is moving — the TARDIS is about to take off! If it dematerializes without the Doctor on board. you become aware of a regular droning noise. What is your Knowledge? Look it up on your character sheet. You sense. your body tries to recover. and you wait for the cubicle to start moving upwards or downwards. turn the page. If you would rather advance on it cautiously. turn to Module 13. if not.DOCTOR WHO — TIME LORD Now choose your character. and you have just learned how to use it. The TARDIS consists of very advanced technology. think yourself into your chosen role. You have taken 6 Wounds. He has decided that he has to find out where the TARDIS has landed. A shutter descends behind you. You lie there. if you failed. You step into it without hesitation. you should have worked out that your ability is 5. Every task in TIME LORD is given a difficulty: stopping the dematerialization sequence has a difficulty of 6. The Doctor has tried without success to make his craft take off again. you manage to switch off the time rotor. You must do something. Subtract the lowest number from the highest. although the Doctor has been unable to understand the sensor readings. which with its Hypnotize special 28 . Just so you know whether you are right. which is greater than your Strength ability: you are unable to withstand the assault on your nervous system and are thrown to the floor. Rushing over to the central console. It seems to have materialized somewhere. you fail. Turn to Module 1. Instead. Module 3 Your weapon is suitable for use only in close combat. inert and unconscious. raucous grinding sound. With your hands outstretched you stumble towards the dimmest hint of light. If the result is greater than the difference. that you have wandered into a maze of corridors. Subtract your ability score from the difficulty (6) of the task you are attempting. Your Move is 3 and the Drekkar is about three metres away (a difficulty of 1). Subtract the lower number from the higher. your ability to operate the TARDIS should be 3 if you are playing Jamie. read The Story So Far and follow the written instructions. turn to Module 14. if you are playing Tegan. Tegan must beat a difference of 1). Module 4 The darkness is almost absolute. The result is the difference that you have to beat in order to recover. If you decide to hurl yourself at the creature and attack it. You turn a corner and see an illuminated cubicle that looks something like a lift. he has gone to explore outside. a Drekkar’s Determination is lower than a human’s. In time. If the result is equal to or less than the difference. weaving and dodging as you move. Whether or not you succeeded in turning off the time rotor. and the control box cannot automatically control you in the way that it controls a Drekkar. Subtract your Strength from 6. add that number to your Knowledge to determine your total ability in this case. Your Knowledge represents. Good luck! THE STORY SO FAR The TARDIS has stopped moving. You have wandered into a Drekkar control box: the device is attempting to overcome your will and make you subservient. turn to Module 4. The viewing screen reveals nothing except darkness. turn to Module 5. turn to Module 11. with a view to attacking it later. among other things. A ball of fire seems to engulf you. with an aching head and shaking limbs. turn to Module 7. You eyes are not deceiving you. give yourself a pat on the back: beat the difference is the single most important concept in the TIME LORD rules. If you have the TARDIS special ability. You must try to work out how to switch off the dematerialization sequence. If the result is greater than the difference. he will be stranded and you will be adrift in time and space. leaving you in the TARDIS control room with strict instructions to wait until he returns. you regain consciousness and. Fortunately. so you can reach it. If the result is equal to or less than the difference. This value is known as the difference: Difficulty minus Ability (including special ability if applicable) equals Difference Now you must try to beat the difference (Jamie needs to beat a difference of 3 to succeed. there is light ahead. but you are powerless to avoid it.

you cannot make the door budge. The Drekkar tries to shoot you: the difficulty of this task is your Size plus your Control plus the difficulty arising from the range. then a light appears in the distance. the time rotor slows and stops. You will find out later — perhaps — that the creature is known as a Drekkar. and the lights fade as every other circuit in the TARDIS seizes up in sympathy. It has a Strength of only 2. Turn to Module 4. Wounds 6). the Drekkar hits you. which in this case is 1. Consult your character sheet and calculate this difficulty. Turn to Module 19. If your Strength ability score is 5. Turn to Module 9. The Drekkar has stopped moving. the occurrence of which is beyond the scope of this small solo game. The Drekkar topples slowly and silently. if the result is equal to or less than the difference. You can see nothing at all at first. Subtract 3 from your Determination: the result is the Difference that the control box has to beat. you manage to push the door open. turn to Module 10. Suddenly you remember that the TARDIS cannot dematerialize if its doors are open. so its total ability is its Control of 3 plus its Marksmanship special ability of 1: a total of 4. If the result is greater than the difference. The longer you gaze at the winking displays. Opening the door will be a real test of your strength. The TARDIS is obviously on the point of dematerializing. Module 5 You simply cannot work out how to shut down the dematerialization sequence. only to find that the outside world is darker than the interior of the TARDIS. but only a little. Subtract your Strength from the difficulty of 5 to produce the difference that you have to beat. turn to Module 12. You do not wait to find out how quickly it recovers: you run into the darkness. You squeeze through the half-open door. This task has a difficulty of 5. You feel your willpower dwindling and shrivelling while your mind is filled with comforting thoughts of order and obedience. The time rotor accelerates relentlessly. turn to Module 2. Roll two dice. the more confused you become. You run to the side of the room and throw yourself at one of the huge doors. Subtract the lowest number from the highest. You become a brainless slave. try to beat the difference. If the result is greater than the difference. Your Determination is higher than 3. the Drekkar’s shot misses you. Module 8 The Drekkar is less impressive than it looks. Roll two dice on behalf of the control box. the difference is zero (5 minus 5 equals 0). If the result is equal to or less than the difference. Behind you. Look up your Strength score on your character sheet. lumbering. so the control box has to beat the difference to subjugate you. Marksmanship 1 Size: 2 Move: 2 Determination: 2 Equipment: blaster (ranged weapon. Make a note of this value. but you still have to try to beat it and there is still a chance that you might fail. turn to Module 6. It approaches slowly and you can make out the shape of a tall. It moves. If the result is greater than the difference. Module 6 You cannot resist the power of the control box. landing with a crash on the metal floor. metal-encased humanoid. Module 7 You zigzag towards the Drekkar. Module 9 You throw yourself through the door. If the result is equal to or less than the difference. suggesting that you are in a cavernous void.DOCTOR WHO — TIME LORD ability of 2 gives it a total ability of 3 when attempting to control you. and subtract the lowest number from the highest. Subtract this figure from the difficulty to find the difference that the Drekkar has to beat. Roll two dice. metal skin (counts as Armour 5) 29 . trying to prevent it taking aim at you. on behalf of the Drekkar. Turn to Module 18. and therefore one successful blow from your weapon (which inflicts more Wounds than the Drekkar’s Strength) is enough to disable the large creature. Now. Subtract the lowest number from the highest. Your footsteps echo faintly. destined to patrol the dark corridors of this hijacked interstellar colony ship — until and unless you are rescued by the Doctor. Make a note of these abilities: Drekkar Abilities and special abilities Strength: 2 Control: 3. The floor sounds as if it is made of metal.

Roll two dice on the Drekkar’s behalf. Turn to Module 15. Every circuit in the TARDIS is failing. You have only two choices: run (turn to Module 16) or attack (turn to Module 3). Module 13 Your fingers stab uncertainly at the controls. Turn to Module 9. Module 15 You try to strike the Drekkar. turn to Module 4. and that’s ten minutes too long as far as I’m concerned. of course. Consult your character sheet. but you can take no further part in this adventure. Module 12 Persuasive images of order and obedience to a higher cause batter your brain. of your target which in this case is 2. Subtract the lowest number from the highest.DOCTOR WHO — TIME LORD You call out a greeting. If you carry on running past the Drekkar and into the darkness. encountered a Drekkar guard and successfully thrown off the effects of a mind-controlling machine. find my body. Subtract this from the difficulty to produce the difference that the Drekkar has to beat to hit you. Turn to Module 19. The weapon jerks upward in the creature’s claw. If the result is higher than the difference. As it stops. You feel your way through the darkness to the door. but even as you charge you see a spurt of light from the muzzle of its weapon. Module 14 Your attempt to recover from your wounds has failed. And do hurry up about it. The control box is unable to overwhelm your will. Now run along. You have to find the Doctor. but your weapon inflicts only 4 Wounds — less than 30 . there is always the possibility that the referee would arrange for someone — the Doctor. ‘There you are last!’ says the Doctor’s unmistakable voice. The lights are fading fast. but there is no reply. Your total ability is your Control plus any relevant special ability if you have one. Turn to Module 19. but you know you cannot repair it by yourself. you throw the door switch before all the power disappears and the doors inch open. You hold your breath: the time rotor begins to slow. and put my mind back into it. This is a basic combat situation and the difficulty of your task is calculated very easily: the difficulty is the Size. Module 11 You hurl yourself towards the Drekkar without thinking about dodging. and make a note of it. for you have taken your character out of the erratically behaving TARDIS. a total of 4. as a Drekkar is quite large. Just in time. it lifts some sort of gun and points it at you. a passerby — to give you medical attention. You present quite an easy target for the creature: the difficulty of its task is your Size plus the difficulty of shooting at the distance between it and you (1). your sigh of relief turns to an exclamation of alarm. The damage you inflict is equal to the Wounds rating of your weapon. You have no idea what is wrong with the TARDIS. the Drekkar’s shot hits you. Module 10 A bolt of blue energy from the Drekkar’s blaster flashes past your head. If the result is equal to or less than the difference. but Jamie’s Edged Weapons special ability will add 2 to his total ability because he is using his dirk. or relative smallness. but you remain unconvinced.) Your total ability is greater than the Difficulty. calculate this difficulty. As the mental pressure recedes. the Drekkar. however. so there is no difference to beat: you automatically hit the Drekkar. but can you penetrate the Drekkar’s armour-plating? The Drekkar’s metal casing has a protection value of 5. He sounds distinctly peevish. and you are close enough now to hear its muted curse. at least for the time being. Congratulations are in order. When the Drekkar is about three metres away from you. ‘What kept you? I’ve been trapped inside this mental imposition machine for at least ten minutes. the Drekkar misses and you get your turn to attack. you become aware of a familiar voice intruding into your mind. turn to Module 15. If you decide to attack. (Tegan’s Marksmanship special ability will not help her to use a laser cutter. however.’ Reuniting the Doctor’s mind and body is a task that takes us beyond the confines of this brief game. The Drekkar’s total ability in this situation is its Control of 3 plus its Marksmanship special ability of 1. You would probably survive. You can seize your chance to attack it or to run clear. turn to Module 2. In a full game of TIME LORD you would be given further opportunities to try to recover and.

Otherwise the pulse of blue energy crackles harmlessly past you. and frequent use of the basic rule of TIME LORD: beat the difference. the use of an ability to resist a mental attack. turn to Module 2. Go back to the beginning and try again! Module 19 We have to leave Switchback at this point: if we printed the entire adventure there would be no room for anything else in the book. Subtract the lowest number from the highest. It merely continues to bring its blaster to bear on you. If you were playing the character of Tegan or Jamie in a real game. turn to Module 17. which is full of information for referees. Now let’s plunge into Part Three. You will need a thorough understanding of Part Three and Part Four of this book. turn to Module 8. The result is the difficulty of the Drekkar’s task in hitting you. 31 . minus the difficulty caused by its movement (1) — a total of 3. you should now be ready to play a character in a game of TIME LORD if you have read and understood everything up to this point. Roll two dice. Will you try to dodge the next pulse of energy (turn to Module 7). But don’t start rushing to design your own adventures just yet. Subtract your weapon’s Wounds from the Drekkar’s Armour of 5. you will find that you learn a great deal about the mechanics of playing TIME LORD. this adventure is at an end. much of which will be very useful to you as a player. and you know the TARDIS has come to rest. If the result is greater than the difference. If the result is equal to or less than the difference. however. But if you play through this solo game a few times. but as it lumbers after you it takes a shot at you with its blaster. recovery from wounds. using first one character and then the other. many examples of the effects of different abilities on the balance of play. or will you throw yourself into combat against the Drekkar in another frontal attack (turn to Module 11)? Module 18 You are trapped in the TARDIS and you cannot prevent it from dematerializing.DOCTOR WHO — TIME LORD the Drekkar’s Armour. whether you are playing Jamie or Tegan. But you could be anywhere in time and space. the referee would know the difficulty of each task your character might attempt. Part Three and Part Four of this book will provide you with a wealth of further information about the game and about the DOCTOR WHO universe. The Drekkar’s total ability is its Control of 3 plus its Marksmanship special ability of 1. This small extract from an adventure includes: the use of an ability to attempt a simple task. for the moment. turn to Module 4. The result (1) is the difference that you have to beat. You will just have to hope that the Doctor finds some way of rescuing you. your blow penetrates the Drekkar’s Armour. All you would have to do is to roll two dice! A NOTE FOR BEGINNERS Even if you had never heard of DOCTOR WHO and role-playing games until you started reading this book. close combat and ranged combat. You find yourself staring into the smoking muzzle of the energy weapon. Add your Size to the difficulty of firing at the distance between the Drekkar and you (now 2). Don’t be put off by the number of calculations you have to do during Switchback: this is a solo game and you have to do the work of both player and referee. and then you should study Part Five. If the result is greater than the difference. the relevant ability of your character and therefore the difference you would have to beat. which is a detailed exposition of the TIME LORD rules. Your Move ability is 3 and in this situation your Running special ability of 1 also proves very useful! You can easily outdistance the Drekkar. Roll the dice and subtract the lowest number from the highest. The Drekkar has to beat this difficulty of 3 to hit you. Eventually the time rotor slows to a stop. your weapon slides harmlessly across the creature’s armour. Module 16 The Drekkar has a Move ability of only 2. Subtract this total from the difficulty to produce the difference — the answer should be 3. the Drekkar’s shot has struck you. A NOTE FOR PROSPECTIVE REFEREES By now you know the basic concepts behind TIME LORD. Module 17 No emotion shows in the Drekkar’s face as your weapon skids uselessly across the metallic plates of the creature’s armour.


enhances a character’s Control in combat and First Aid enhances a character’s Knowledge when trying to heal an injured person. BEAT THE DIFFERENCE The dice always have to be rolled if the character’s ability is equal to or less than the difficulty. that the referee may tell him to roll the dice just for dramatic effect: the player. Both dice are always rolled together and the result is always determined the same way. They are confronted by a chasm that the Doctor has clearly jumped. usually 1 or 2. only the value of the special ability on its own should be used: the value of the common ability is not added. the referee needs to set aside time to read the rules at least once. using many-sided dice in different ways to determine the outcome of events. Players and the referee should read this chapter carefully. Unlike most other games. so this chapter is still recommended reading! ABILITIES Abilities simply represent a character’s physical or mental capabilities. only the referee knows the difficulty and therefore the difference that must be beaten. In most cases. for example. TIME LORD uses total ability to indicate that the sum of a common ability and an appropriate special ability should be used. does differ from many games in that the dice do not always have to be rolled to determine whether a character’s actions succeed or fail. however. and his player does not have to roll the dice. Determination and Awareness. He fails if the result is less than or equal to the difference. who has sprinted off ahead of them across rough terrain. His player rolls the dice with the aim of beating the difference between the difficulty and the character’s ability. He succeeds — in effect he beats the difference — if the result on the dice is greater than the difference between his ability and the difficulty. and this value is known as the result. but Nyssa is finding it tough going in her Traken court shoes. A special ability is an ability that enhances one of these eight common abilities: Marksmanship. how distance and movement affect game play. aim to make the game as simple as possible: only two sixsided dice — the type that can be found in a game of Monopoly or Risk — are used. TIME LORD. The result of rolling 1 and 6 is 5. Where TIME LORD refers to a common ability. Rules in subsequent chapters can be skimmed by players to glean some knowledge of the game’s workings. Control. Whenever the rules ask a player to beat the difference. The rules of TIME LORD. TIME LORD uses the difference between the numbers. It is important to understand what is meant by abilities. To make it clear which value should be used. or have it explained to them by someone who knows the rules. If the rules say special ability. It is possible. Move. There is a chance that the character may fail because he is attempting something that is beyond his ability. the result is 0 if a double 6 is rolled. however. 33 . He decides how difficult it is to succeed and assigns a numerical value from 0 to 10 as the difficulty. They indicate what he can or cannot do in terms of TIME LORD’s rules. the result of rolling 3 and 4 is 1. it is one of the eight abilities that are common to all characters: Strength. where the numbers on the dice are added together. because their values are added to the appropriate common abilities instead of being used on their own. does not know the difficulty he has to beat and rolling the dice introduces an element of doubt. and how to take turns before trying to learn the rest of the rules. the referee will often ask players to roll the dice to determine whether their characters’ actions succeed or fail. Knowledge. A character whose ability is greater than the difficulty automatically succeeds. Weight. however. and Tegan’s player decides they have to jump it to follow him. Each of a character’s abilities is assigned a numerical value. the worst result is 0. in which case they should feel free to play after only skimming the rules. The lowest number rolled is subtracted from the highest. after all.DOCTOR WHO — TIME LORD BASIC CONCEPTS TIME LORD is a simple yet sophisticated game that has a few basic mechanisms on which the rules rely. Special abilities typically have low values. In the course of the game. Players. It is the referee who needs to have a more thorough grounding in the system. Tegan is coping admirably in her flat-soled air-stewardess’s shoes. players should trust his judgment. it means the dice must be rolled to beat the difference between the character’s ability and the difficulty of the task he is attempting. typically from 1 to 6. where 1 indicates a low aptitude for the subject and 6 indicates a high aptitude. how to use the dice. He compares the numerical value of the character’s ability with the difficulty and makes a note of the difference. Whatever the character is doing is well within his ability to accomplish. Tegan and Nyssa are trying to catch up with the Doctor. Size. Experienced role-players will probably find that much of the structure of the game is familiar to them. can largely make do with knowing only the few rules in this chapter. USING DICE Role-playing games can be complicated affairs. The best result is 5. judging from the scuff marks in the soil on both sides. however.

COUNTERS AND FIGURES Role-playing games such as TIME LORD do not have boards and can be completely played out in the imaginations of the players and referee. but Nyssa’s player needs to beat a difference of 1. The area just groups characters together to indicate the proximity of one to another. One area can contain a number of characters. can be placed on the plan to show indicate the position of each character and enemies such as Daleks. Both characters have Control 4. could be represented by nine notelets arranged in the right shape. not including the area that the first one is in. benches or trees. In buildings. however. and mark on key objects such as the TARDIS. most areas will be about 3 metres by 3 metres — enough space for five or so people to move about and exist comfortably in. 34 . just as one square on the board can contain a number of playing pieces. The ideal ones are made of metal and are 25mm to 30mm high. The notelets should be arranged so that each row of squares is staggered. Barbara is at a range of four areas from the Daleks. are at a range of 0. Miniature figurines can be used instead of counters — there is a wide selection of different types and makes available from specialist games shops. Range is measured as the distance from one object to another.DOCTOR WHO — TIME LORD The referee has allocated a difficulty of 4 to the jump across the chasm. This is especially so if the characters get involved in a fight. A nine-area location. This distance is the range. however. Sometimes. whether it is outdoors or indoors. After Tegan successfully leaps the chasm by rolling a 3 and a 1 to get a difference of 2. referees and players may find it more convenient to represent a location using a number of tear-off square notelets. and is used in combat to modify the chances of hitting someone with a gun or blaster. It also affects the chance of spotting something or someone concealed in an area. Ian is at a range of two areas from the Daleks. so Nyssa’s player now needs to beat a difference of only 0. for example. however. objects in adjacent areas are at a range of 1. Counters. Instead of drawing up a plan. it helps to have a visual representation of the action so that everyone knows where everyone else is and does not feel unfairly treated because they cannot see what is going on. More notelets can easily be added to a location to maintain a sense of distance. DISTANCES TIME LORD uses neither metres nor yards to determine the distance between objects or the distance that characters can travel in a certain time. The referee lowers the difficulty to 4. Figure 1 Figure 2 Barbara Ian Barbara Dalek Ian Daleks Figure 1: Eleven square notelets have been laid down in staggered lines to start a chase scene. all the plan has to do is allow players to envisage where they are. The referee should sketch a bird’s-eye view of the characters’ surroundings. they contain lead and are not recommended for small children. Areas do not have a fixed size or shape: the referee decides how big they are and can even choose to have areas of widely differing sizes and shapes. therefore. and leaps. Objects in the same area. Characters can move from one area to another during their turns: some characters may be able to move further than others depending on their abilities. An area purely indicates a tactically important space. Distance in TIME LORD is measured in areas. and has decided the relevant ability to use is Control. Each square represents one area and in play is formed by using a square telephone notelet — or a beer mat! Barbara is at a range of one area from the Dalek. which he makes 5 in Nyssa’s case because he knows she is wearing unsuitable shoes. especially if the characters are running across countryside. An area is best thought of as being similar to a square on the board of a game such as Monopoly or Risk. Ludo counters or coloured pieces of cardboard. takes them off. The scale does not have to be accurate. When the referee draws up a plan of a location for the players he should divide it into areas. tables. The distance to an object or a person in areas affects the difficulty when a character tries to use certain abilities. more could be added to allow Ian and Barbara to run in any direction from the Daleks. Ian is at a range of two areas from the Dalek. such as plastic tiddlywinks. Tegan’s player has to beat a difference of 0 for his character to make the jump. Special features such as furniture or trees can simply be drawn on the notelets. such as those about 10cm square used for telephone messages. Figure 2: Areas. Nyssa’s player decides that it is foolish to try the jump in shoes.

A character with Move 3 who wished to travel five areas would have to beat a difference of 2 to succeed. a car or motorbike to travel further than normal. A character who wishes to move a number of areas equal to or greater than his Move ability must beat the difference between the cumulative difficulty of the terrain and his Move. If a character uses such a special ability it counts as his action for the turn. loose sand. In TIME LORD. work themselves out without anyone having to tell the participants what they can or cannot do. Most humans have Move 3. for example. roads. can levitate up or down stairs. pavements. overgrown woodland. The effects of terrain are always cumulative. Each area of easy terrain has a difficulty of 1. each area presents a difficulty of 1 to the character’s movement. There are two types of turn: the action turn and the research turn. water. hills. The difficulties given for terrain are only guidelines. play then passes on to the next person. however. Move works the same as any other ability. stony ground of a typical chalk pit all increase the difficulty of moving. TERRAIN Not every piece of ground is easy going: long grass. Each area that a character moves presents a cumulative difficulty. but is assumed to have stumbled or tripped in his effort to move faster. is regulated by research turns. In this way. Most companions have the special ability of Running — most of them have plenty of opportunities to practise this skill in their adventures with the Doctor. scree and the rough. Conventional boardgames usually use a turn to limit what one person can do. a turn is used to determine what all the players can do in the same amount of time. An action turn represents the passing of only a few seconds — the exact amount of time is not important because any activities that take place in action turns are quickly resolved. such as strong underwater currents or virtually impassable terrain.DOCTOR WHO — TIME LORD MOVEMENT The distance that a character can cover in one turn depends on his Move ability. Their actions and reactions to other people. Action turns are used to regulate hectic action such as combat or chases where the second to second decisions of the players and their opponents quickly change the situation. Areas of terrain with a difficulty of 3 are rare. If the player fails to beat the difference. Difficulties as high as this are usually assigned by the referee to represent extraordinary situations. Daleks. Research turns mark the progress of time during an adventure. A character with the Driving special ability adds his Driving to the Move of. a character who wishes to move three areas faces a difficulty of 3. Such a character may still have an action in that turn. but this requires phenomenal amounts of energy and is accomplished only slowly. 35 . A character’s Move. He still moves in the direction he intended. Easy terrain includes open flat ground such as parkland. flat ground such as short grass or indoors. and needs to regulate characters’ actions so that the players and the referee know what happens and when it happens: TIME LORD does this by using turns. floors in buildings and open woodland. TURNS Even a small group of people can cause an immense amount of confusion in real life if all of them decide to do something different at the same time. The character may not have another action whether he succeeds or fails in his attempt to move further than normal. A character with Move 3 and Driving 1 would have Move 6 if he drove a Move 5 vehicle. because some characters may find certain types of terrain more difficult than others. although it may take more or less time than that to resolve the actions which take place during such a turn. TIME LORD is a game. He would need to roll a difference of 3 or more on the dice. shingle beaches and bracken-covered or gorse-covered moorland. This counts as the character’s action for the turn. Some of these special abilities are added not to the character’s move but to the Move of a vehicle. Each research turn represents 15 minutes of real time. say. stairs are only a minor handicap to the Doctor and his companions. where progress is likely to be slow. On ordinary. such as shooting a gun or evading an attack. A character who travelled across two areas of even ground (difficulty 1) and one area of scree (difficulty 2) would face a total difficulty of 4 to get into the scree-strewn area. however. Obstructed terrain has a difficulty of 2 an area and includes jungle. is not the number of areas he can move: it is purely his ability to cover distance. however. Work that takes a long time to accomplish. A character who wishes to move from one area to an adjacent area faces a difficulty of 1. although the First Doctor has Move 2 to account for the limitations of that particular generation. mud. It follows that any character can move a number of areas less than his Move in a turn: a character with Move 3 can move up to two areas. his character moves only the number of areas he could ordinarily travel without needing to roll the dice. such as scientific research or clearing away the rubble from rockfalls and cave-ins. A character may have special abilities that enhance his Move ability.

ACTIONS Each character can in general use only one ability during a turn. In this way it is possible for characters to close on an enemy and attack.DOCTOR WHO — TIME LORD Players will usually only be aware of action turns during the game. such as the time that a bomb is due to go off or the point at which invasion fleet of an alien menace arrives. and the use of such an ability is called an action. A character who wants to shoot someone uses his Control or Marksmanship abilities. 36 . such as Control. Most of the time it is possible to express what a player wants to do as the use of one of his character’s abilities. There is no set order of events in a turn. Marksmanship. It may be that the referee has to rule it is impossible for a character to achieve all that his player wants him to do in one turn. or even to flee from an enemy before firing. The players say what they want to do in a turn and the referee works out what this means in terms of actions. The referee decides when one turn ends and the next one begins. Each player says what he wants his character to do when asked by the referee. Movement is an exception to the number of abilities that can be used in one turn. Their characters’ actions are predominantly of the moment. one who wishes to analyse a plague virus uses his Science ability. Running or Science. It is possible for a character to travel a limited distance — less than his Move ability in areas — and still use another ability. It is the referee who uses research turns to mark the players’ progress through an adventure and to determine when events happen. the results are worked out and then applied simultaneously.

hand to eye co-ordination and whether the character is clumsy or articulate. is a savage yet is descended from technologically minded ancestors. however. where the Size of the opening is the difficulty of squeezing through. are Size 4. The ability is mainly used to determine how easy it is to hit a character. a heavily built human would have a Weight of 5. they are also a measure of his resistance to another character’s abilities. The ability is as much a guide to fitness as it is power. might indicate a character from a primitive background such as medieval Europe or even Roman times. say Size 2 or 3. as does a Cyberman. both species move at about the same speed. The ability is also a measure of a character’s endurance. Particularly old or feeble characters may have a low Move to represent their frailty. the rules assume that most targets are the same size as an average person: Size 3. It is important to understand that the bigger a character’s Size ability. it also determines his defence against attacks from opponents. MOVE Move is the character’s ability to cover distance and is determined by the character’s species. It determines how easy it is to physically pick up the character and whether the character will fall through fragile floors or set off weight-sensitive traps. Weight and Move. A character from the future. A small or lightly built human would have a Weight of 3. The ability roughly indicates the type of civilization that a character comes from because it summarizes the experience a typical person from a particular time and place might be expected to have. Most human characters have a Weight of 4. Abilities represent a character’s muscular power and toughness. his powers of deduction and so on. Each ability has a numerical value of one to six. Control is the ability used when a character has to leap chasms or climb trees or mountains. his agility. STRENGTH Strength is the character’s muscular power. It is his ability to lift and push objects as well as to withstand injury and to damage opponents in hand to hand combat. All objects also have Weight abilities which determines how easy they are to pick up or carry. and the mental abilities of Knowledge. KNOWLEDGE Knowledge is a character’s ability to recall and understand information and to make sense of science and technology. need not have a high Knowledge because a character could come from a regressive background: the Doctor’s companion Leela. SIZE Size indicates a character’s height and build. so a character can be short and fat or tall and thin yet still have the same Weight. Abilities not only indicate what a character can do. and how quickly the character recovers consciousness or heals once he is wounded. Determination and Awareness. for example. with six being the best. The ability is typically used to determine whether a character can crawl through ventilation shafts or narrow openings.DOCTOR WHO — TIME LORD ABILITIES What a character can or cannot do in TIME LORD is determined by the abilities that define his physical and mental powers. An animal such as a horse has a Move of 4. Strength is the ability used to determine whether poisons take effect. Strength determines the length of time for which a character could keep running while pursued by an enemy as well as how long he could hold his breath under water. Size. Big people. each value represents a broad range of mass. would find it harder to pass through the narrow openings that small or slightly built companions such as Jo Grant and Ace could wriggle through. WEIGHT Weight is a measure of the mass of a character. for example. Eight abilities are common to all characters: the physical abilities of Strength. are slow. It represents suppleness. such as the twenty-first century. CONTROL Control is the measure of a character’s agility. the smaller he is: Size is just a measure of relative smallness. The ability determines how accurate the character is at firing guns or striking with his fist or a melee weapon. Small adults and children. When the Doctor explains a complicated scientific principle it is the character’s Knowledge ability that determines whether he understands the concept. The ability is not measured in pounds or kilograms. By default. Control. however. however. If the Doctor has to analyse the weakness of an enemy so that he 37 . Low Knowledge. These rates of movement. A character with high Knowledge would typically come from a point in Earth’s future. a human mounted on a horse would therefore be able to travel at the horse’s rate rather than his slower speed. a large adult would be Size 3. for example. A human has a Move of 3.

increases a character’s Control when he fires a gun. and the player must roll the dice to determine whether the character succeeds or fails. Special abilities will often indicate quirks of behaviour that can be highlighted. for example. Marksmanship. It represents the character’s senses and his ability to communicate. A special ability enhances the appropriate common ability when it is used. Anyone who enters the TARDIS for the first time will find their Knowledge tested. Determination is the ability that decides whether the character faces it bravely or is terrified by its presence. Determination is used to decide whether a character is influenced by the words or actions of another character. Even by moving furniture she cannot quite reach the sill. or they can be unusual natural talents. the value of a special ability is rarely used by itself. this chance of success or failure depends upon his abilities. OTHER ABILITIES Most characters have other abilities. A character who is negotiating with other characters also uses the Awareness ability. Each one is a specialization of one of the eight basic abilities. The ability of Marksmanship. it is the ability to doubt. If a character encounters a hideous creature. DETERMINATION Determination is a character’s mental resolve. for example. Knowledge also is a character’s ability to believe or disbelieve in the improbable. When facing the Master. Cowards or natural survivors usually have a low Determination. These special abilities typically have a value of 1 to 3. It represents his ability to stick at something despite adversity. Guidelines on assigning difficulties are given in the referee’s section. would be appropriate for a character whose hobby is rifle-shooting or who had been in the army. it is the character’s Awareness that decides if he succeeds or fails. Great orators and diplomats would have high Awareness. The referee decides which of a character’s abilities is appropriate to a challenge and also how hard it is to accomplish: this is the difficulty. so she decides to jump up to get a hand hold. HOW TO USE ABILITIES Characters in a TIME LORD adventure will often be faced with challenges that they must overcome to progress further. The character automatically succeeds if his ability is greater than the difficulty: the challenge is judged to be easily within his ability. All abilities give the players information that can be used to develop the personalities of characters.DOCTOR WHO — TIME LORD can develop a gadget to exploit it. The player whose character is attempting the challenge compares the character’s ability with the difficulty. Indomitable Will is added to the a character’s Determination to resist attempts at hypnotizing him. The appropriate ability for this challenge is Control and the referee 38 . He is trying to influence their behaviour. The player has failed to beat the difference. He succeeds if the difference between the numbers rolled on the dice is greater than the difference between the difficulty and the character’s ability. High Awareness is also a characteristic of streettraders — people who are used to haggling about the prices of goods. The challenge may be to build an electronic device to defeat an enemy or simply to leap a chasm that runs across the only route to a destination. in addition to the eight common abilities: special abilities represent extra skills or areas of knowledge that have been learned through hobbies. Whatever the nature of the challenge. called special abilities. AWARENESS Awareness is a character’s ability to react to his environment. Awareness also gives a character the chance to hear an enemy or creature that is creeping up behind him. it is a character’s Determination that enables him to resist being hypnotized or to remain unmoved by the Master’s entreaties. The character fails and must suffer the consequences if the difference rolled on the dice is less than or equal to the difference between the difficulty and the character’s ability. whether by speaking or through writing or art. In effect he must beat the difference to succeed. sports and work. someone who habitually carries lots of junk in his pockets might have the ability of Resourceful Pockets. Determination is also the ability used to resist mind-controlling machines or to engage in psychic conflict. When a character is searching for a hidden opening mechanism for a door or is trying to identify whether a group of people in the distance includes friends or enemies. Knowledge also provides inspired insight: when the characters have done everything they believe is necessary to overcome an enemy and the referee knows there is something they have missed. it is Knowledge that gives the characters a chance of remembering or thinking of such details. a skill which relies upon his ability to interpret their mood and upon his communicative skills. There is a chance that the character may fail if the difficulty of the challenge is greater than or equal to his ability. his Knowledge determines how long it takes him to solve the problem. Jo Grant is locked in a room which has a high window. a character has a chance of succeeding or failing in the attempt.

hungry predator can be dangerous. Jo’s Control is 3. although even a friendly. Animal Empathy [Awareness] A character with the animal empathy ability gets on well with animals and can persuade timid ones to approach him. Such a character could. Artist [Awareness] The Artist ability means the character can paint or draw well according to the concepts of art of his time. a circus performer or a zoo-keeper. however. given time. whether it is a longbow or a crossbow. Acute Hearing [Awareness] Acute Hearing enables a character to hear quiet sounds that other characters might not notice. teach them to do tricks: he knows an animal’s habits and instinctively knows how it will react in certain situations. A character with Leaping. for example. 39 . USING SPECIAL ABILITIES Sometimes a character will be faced with a challenge that is appropriate to one of his special abilities. Animal Handling [Determination] Whether as an animal trainer. an advanced form of navigation that allows explorers to find their way around the universe. She does not use the Escapology value of 2 on its own because it is a bonus that is added to her Control. The bow’s Wounds rating is used instead of the character’s should an arrow hit its target. It is not a skill that can be used on its own: anyone who resorts to Bench-thumping must first have tried to repair or make an object using an ability such as MacGuffin. lions. could use this ability to help him jump a chasm. SPECIAL ABILITIES The special abilities listed here are those skills or talents most likely to be encountered or used by the Doctor and his companions.DOCTOR WHO — TIME LORD decides that it deserves a difficulty of 4. Bench-thumping [Control] Anyone who can get a television set to work by hitting it or persuade a gadget to work by thumping the laboratory bench in exasperation has the Bench-thumping ability. which gives her a total ability of 5 if she is held prisoner and tries to wriggle free of her bonds. so a character with Animal Handling could be an exotic dancer whose act includes snakes! Archery [Control] Archery is the ability to shoot accurately with a bow. Jo has Escapology 2 and Control 3. which means the difference is 1. the character has experience of handling animals such as horses. one with Escapology could apply the ability if he were held captive and tied up with ropes. Artist allows a character to draw sketches of objects or people which will be generally recognizable and of the right proportion. Animals will regard such a character as friendly. The character has a second chance of making a gadget work using his Bench-thumping ability to determine whether he is successful. The common ability that each one enhances is given in brackets. either by mimicking that person’s voice or by physically impersonating him. A character with Astrogation knows how to use the advanced instruments necessary to set a course or to identify locations in space. Bargaining [Awareness] Bargaining is the ability to obtain a fair price for goods or services. Bargaining. The person playing Jo needs to beat a difference of 1 on the dice to succeed. tigers or elephants. Astrogation [Knowledge] Pilots of spaceships would be lost without Astrogation. A character with the Bargaining ability has an intuitive feeling of an object’s worth and has the negotiating skills to obtain the right price. The value of the special ability is added to the appropriate ability and the total is used to determine whether the character succeeds or fails. Acting [Awareness] Acting allows a character to play the part of another person. is effective only if each person involved can communicate with the other. such as an assailant approaching stealthily from behind or the gentle hiss of knockout gas escaping from a container. The character may have to dress appropriately to be convincing in the role. The ability extends to reptiles.

DOCTOR WHO — TIME LORD Table 1: Common abilities and special abilities STRENGTH Cheat Death Iron Constitution Pain Resistance Quick Recovery Regenerative Powers KNOWLEDGE Astrogation Computing Cryptanalyis Cybernetics Detective Powers Electronics CONTROL Archery Bench-thumping Blunt Weapons Brawling Dancing Edged Weapons Escapology Fast Reactions Fisticuffs Gymnastics Juggling Leaping Lockpicking and Safecracking Marksmanship Martial Arts Mountaineering Sense of Balance Sleight of Hand Sports Stealth Thrown Weapons MOVE WEIGHT No special abilities Driving Piloting Riding SIZE Contortionism Running Sailing Swimming 40 Engineering Explosives First Aid History Law Linguistics Mathematics MacGuffin Mechanics Medicine Navigation Occultism Photographic Memory Poisons Pseudoscience Robotics Science TARDIS Temporal Science Transmat Wilderness Lore DETERMINATION Animal Handling Command Gloating Hypnotism Independent Spirit Indomitable Will Strong Passion AWARENESS Acting Acute Hearing Animal Empathy Artist Bargaining Bureaucracy Con Disguise Eloquence Gambling Intuition Keen Sight Musicianship Precision Refined Palate Resourceful Pockets Screaming Sensitive Nose Serendipity Singing Striking Appearance Tracking Ventriloquism .

Cheat Death extends the range of Wounds at which a character is seriously wounded. his peers at least will recognize his talent. Cryptanalysis [Knowledge] A character with Cryptanalysis is adept at formulating and breaking codes. Brawling [Control] Brawling is the dirty tricks form of close combat where anything goes. Cybernetics [Knowledge] Cybermen are the undisputed masters of Cybernetics. the use of mechanical and electronic components to replace organic limbs and organs. however. A character can use Bureaucracy can be used confuse lesser bureaucrats by implying that he knows procedure better than they do and sending them off to do pointless tasks. Human scientists. Referees can choose to have the character solve a code by simply rolling the dice. The ability allows a character to build cybernetic parts and devices which imitate other abilities. Anyone who contorts their body using this ability has a Size equal to his usual Size plus their Contortionism. The weapon’s Wounds rating is used instead of the character’s if the attack hits a target.DOCTOR WHO — TIME LORD Blunt Weapons [Control] The Blunt Weapons ability allows a character to use any blunt weapon. 41 . A character with Strength 3. have also studied the subject. Cheat Death increases a character’s Strength when determining the number of Wounds that cause death. Computing [Knowledge] Computing is the ability to use computers to elicit information as well as to program them. Command [Determination] The ability to give orders is hereditary among nobility and is vital to army officers. mace or walking stick. In effect. however. Players who have characters with this skill should try to think of clever manoeuvres to exploit an opponent’s weaknesses. it could also be used to misdirect people by persuading them that a source of danger is in a different place from its real location. Cheat Death [Strength] A character with the Cheat Death ability is either lucky or has a strong will to live. such as a replacement eye which would allow the character to see infra-red light. for example. 1960s go-go or 1990s house. can take 6 Wounds before dying. Contortionism [Size] Contortionism is the ability to make a character’s build smaller by dislocating joints and twisting the body to occupy less space. Bureaucracy [Awareness] Civil servants are masters of Bureaucracy: they are able to bamboozle ordinary people with the complexities of red tape and equally they are able to slice through bureaucratic restrictions to speed progress through the ranks of a large organization. one with Strength 3 and Cheat Death 1 can take 8 Wounds before dying. Cheat Death enables a character to survive damage that would ordinarily kill most people. in combat. may not dodge in combat. It gives the character the skill to use improvised weapons such as chairs and vases at an ability higher than his Control: the character’s Brawling is added to his Control to give his combat ability. Whether the character is skilled at formal court dance of the 15th century. Dancing [Control] A character with the Dancing ability can co-ordinate his movements to look graceful or at least vaguely with it on the dance floor. Cryptanalysis might prove useful in addition. Con [Awareness] Con is the ability to pull the wool over other people’s eyes. such as a club. or make the player solve it using his own brainpower with the help of a few hints to reflect the character’s Cryptanalysis ability. With the right tone of authority it is possible that a character who shouts an order can convince anyone who is trained to obey commands to do as he wishes. Computing is also a character’s ability at cracking computer security. such as salute or shoulder weapons. The Con ability might be used to convince security guards that the character is really a friendly agent in disguise. A character in this state. quarterstaff.

lockpicking and knowledge of knots so that the character is in the best position to escape from his bonds once his captors are no longer paying attention. Driving also allows a character quickly to familiarize himself with a strange vehicle. motorbikes. nitro-nine. Engineering [Knowledge] The Engineering ability gives a character an understanding of the physical properties of materials such as metals. It is also the ability to develop new types of explosive. axe or spear. Driving [Move] Driving allows a character to control vehicles such as cars. Edged Weapons [Control] The Edged Weapons ability allows a character to use any weapon with a cutting edge or stabbing point such as a sword. Nitro-nine has proved usefully destructive at times. The weapon’s Wounds rating is used instead of the character’s should the weapon hit a target. it indicates that a character knows how to handle badly injured patients.DOCTOR WHO — TIME LORD Detective Powers [Knowledge] Detective Powers is the ability to notice tiny clues and to remember countless pieces of information which can later be pieced together to explain other characters’ motives and actions. On an immediately practical level. First Aid [Knowledge] First Aid is the commonsense application of life-saving techniques or medication to keep an injured or unconscious person alive or prevent him from getting worse. stance and mannerisms so they are unlike his own or like those of someone else. the one with the highest special ability reacts first. jetbikes and hovercraft in difficult manoeuvres. it allows a character to assess how much time it will take for pursuers to cut through bulkheads or airlock doors. Electronics [Knowledge] Electronics is the ability to understand electronic components and circuits. The Master frequently disguises other people to resemble himself so he can make his getaway. When a character with Fast Reactions encounters another character with Fast Reactions. A player whose character is told vital information may forget it during the course of the game: if the character has Detective Powers then that player should be reminded of this information when it becomes important again. A character uses his total ability of Knowledge 42 . Ace is the Doctor’s companion who knows most about explosives. With this ability a character can effectively change his height. It combines subtle body movements. for which a character needs Acting. make-up and clothes so he resembles someone else. contortionism. and how to build new ones or alter existing ones. plastics and ceramics and how such properties can be employed in construction. although the Doctor usually frowns upon its use. Fast Reactions would allow a character to strike another in combat and resolve the effects before his opponent had a chance to strike back: it breaks the rule that all combat is simultaneous. and a character with this ability will rarely put a foot wrong when addressing important people. Explosives [Knowledge] Explosives is the ability to place explosive charges and bombs in the position where they are likely to do most damage. she developed her own. It does not include the ability to sound like another person. what they do. Escapology [Control] Escapology is the ability to escape from bonds such as ropes or chains. Disguise [Awareness] Disguise is the ability to change a person’s appearance using masks. Fast Reactions [Control] A character with Fast Reactions can act before any character without this ability. although even she found some knots were difficult to untie quickly. It implies a knowledge of procedures. A character who wished to tilt the car he was driving so that it could pass through a narrow opening would need to have the Driving ability. Eloquence [Awareness] Eloquence is the ability to use the correct form of address when negotiating with nobles. Jo Grant learned Escapology as part of her training as a UNIT agent. First Aid is the ability to bandage and splint injuries.

Gloating [Determination] Gloating is a trait of cruel or evil characters such as the Master which exhibits itself when the Doctor or his companions are trapped or about to die.’ Independent Spirit [Determination] Anyone with Independent Spirit is not easily persuaded to do things against their will: although they may be asked or told to do something. or they may be able to do it just through the power of words. History [Knowledge] The History ability indicates that a character is well versed in events from his past: he can remember key dates as well as details of older civilizations’ lives. waiting behind a filing cabinet ready to attack the character. and remains in firm control of his mind. A character with this ability may need the help of an object to hypnotize someone. Gambling also gives a character a chance of noticing whether another gambler is cheating. but two characters with Juggling could accurately throw objects between them to confuse or annoy a villain. Its main use is for entertainment. A character with Iron Constitution can also endure long walks or run for long periods without tiring. Juggling [Control] The ability to juggle objects requires good hand to eye co-ordination. giving his captives time to formulate a particularly cunning plan of escape. Someone may have been in a room before he entered or that person might still be there. Independent Spirit increases a character’s resistance to Con or Command. for example. The difficulty of sensing something depends largely upon the extent to which it would affect the character. The Iron Constitution ability is added to a character’s Strength whenever he has to resist the effects of wounds or poison. Intuition [Awareness] A character with Intuition can sense when something is not quite right.DOCTOR WHO — TIME LORD and First Aid to determine whether he successfully applies the techniques. but heals only an amount equal to his special ability on its own. Gambling [Awareness] A character with Gambling is skilled at games of chance. and no dirty tricks are allowed! Fisticuffs allows a character to strike at an opponent and to block incoming blows. A character with this ability may be compelled to gloat in such circumstances. Only the character’s fists are used. Fisticuffs [Control] Fisticuffs is a gentlemanly fighting ability: the character adheres to rules such as those formulated by the Marquess of Queensberry when he resorts to combat. whether by luck or through an ability to cheat without being noticed. A character using Fisticuffs inflicts Wounds equal to half his Strength. Gymnastics [Control] A character with Gymnastics is supple and fit with a well-developed sense of balance. 43 . Gymnastics enhances a character’s Defence against enemies’ attacks and improves his chance of leaping gaps or obstacles. the Master’s technique is simply to say: ‘I am the Master and you will obey me. Indomitable Will [Determination] A character with Indomitable Will is not easily overcome by hypnotism or even the ubiquitous mind probe. The ability is added to Determination to resist the effects of hypnotism and so on. Hypnotism [Determination] Hypnotism is the ability to dominate the will of another person or to put someone into a trance. The Doctor needed a spinning disc to hypnotize Aggedor on Peladon. Iron Constitution [Strength] An Iron Constitution means a character can resist the effects of damage and poisons and cope with alien environments better than other people. they will usually rebel and follow their own course of action.

Gaping chasms present little challenge to such a character. inspiration and a grasp of the weaknesses of an enemy. If he wishes to only slightly injure an opponent he can choose to inflict Wounds equal to half his Strength. 44 . The character must have a tool of some type with which he can open the lock: it is impossible with only fingers. It is rarely needed because many of the people that the Doctor and his companions encounter speak English. Should communication prove impossible.DOCTOR WHO — TIME LORD Keen Sight [Awareness] A character with Keen Sight can spot objects at a greater distance than other characters and has a greater chance of finding objects that can be located by sight. In essence. It is invaluable when trying to set co-ordinates for the TARDIS or to calculate how long it will take to travel anywhere. depending on the laws of the society in which a character with this ability finds himself. counter poisons or to speed healing and recovery. a transformer and an assortment of electronic parts into a force-field generator. MacGuffin [Knowledge] MacGuffin is the ability to build gadgets out of available parts to be able to defeat an enemy or get out of sticky situations. all guns work in the same way. Mathematicians are almost human in comparison with statisticians. The third Doctor. however. Marksmanship [Control] A character with the Marksmanship ability can shoot firearms or blasters accurately. If a patient’s condition is unusual or unknown. however. technologically advanced locks need to be tackled by someone who is adept at Electronics or MacGuffin. who can also jump up to grab ledges. Medicine [Knowledge] A character with Medicine knows how to use drugs or plants to cure diseases. Leaping [Control] Whether through athletic training or natural ability. the character is adept at leaping great distances. Mathematics [Knowledge] Mathematics is the ability to perform mental gymnastics with numbers and abstracts. Characters with Keen Sight. With the right parts such a character could build an engine or repair one. A character inflicts Wounds equal to his Strength when making a Martial Arts attack. such a character may have to undertake research in a laboratory before he knows which drug will be effective. It may prove useless. perfected Venusian Karate. Electronic. but a character with Mechanics understands them. The weapon’s Wounds rating is used instead of the character’s if the attack hits a target. chandeliers or tree branches. Linguistics [Knowledge] Linguistics is the ability to learn and understand languages. enabling him quickly to knock out or disable opponents. Mechanics [Knowledge] Engines and machines are complicated. a character with the Lockpicking and Safecracking ability can open mechanical locks and break into safes with combination locks. The Doctor might use his MacGuffin ability to convert a transistor radio into a short-range radio transmitter or to convert a length of electrical cable. for example. Martial Arts [Control] Martial Arts is a specialized form of unarmed combat which allows a character to make deadly attacks with his fists and feet as well as to dodge and block incoming attacks. are discomforted by bright lights and they cannot see in complete darkness. It represents scientific knowledge. There are many types of martial arts. and provided that a character understands how a primitive or technologically advanced gun works he can apply his Marksmanship ability in combat. and a player should try to make the one his character practises distinctive. Law [Knowledge] Law is the ability to understand and debate legal points and to present cases. Linguistics allows a character to study and learn a language so that basic desires and intents can be expressed. Lockpicking and Safecracking [Control] Whether equipped with a bent hairpin or skeleton keys.

a Time Lord uses this ability to change his form to overcome massive tissue damage. It is purely a visual skill and does not imply an ability to remember names unless they have been printed next to a picture. Regenerative Powers [Strength] Regenerative Powers is the ability to self-heal or repair damaged parts of the body. rockets or spaceships. The Doctor once started to explain the Blinovitch limitation effect to Jo Grant about time travel in The Day of the Daleks. Occultism [Knowledge] A character with Occultism knows about the white and black magic practices of witches. druids and the like. the character must be conscious to use it. although he would undoubtedly be able to help another more skilled pilot. Pseudoscience [Knowledge] Pseudoscience is the ability quickly to come up with convincing scientific arguments or explanations which either sound impressive or are accurate but confusing. A character with Pseudoscience has the ability to baffle people with science. He can also produce antidotes. Precision [Awareness] The character with this ability is uncannily accurate at judging distances. Pain Resistance [Strength] Pain Resistance is the ability to tolerate the effects of wounds and torture. A character with a Refined Palate in ancient times would probably find himself employed as a food-taster. pseudoscience could have been used to come up with name of the effect and provide a brief explanation. If the manner of travel is more advanced than that associated with the technology of the character’s time and space. Photographic Memory [Knowledge] Photographic Memory is the ability to observe and remember in perfect detail diagrams. rooms. It increases a character’s chance of resisting the effects of wounds when they are inflicted. The Quick Recovery ability is added to the character’s Strength whenever he tries to regain consciousness or makes a healing roll. he will find it hard to fly the vehicle. The ability also implies a familiarity with superstitions and old sayings.DOCTOR WHO — TIME LORD Mountaineering [Control] The Mountaineering ability indicates that a character can climb awkward rock faces and knows how to tackle easy ones using only handholds. Musicianship [Awareness] Musicianship is the ability to play musical instruments. Quick Recovery [Strength] A character with Quick Recovery heals or recovers consciousness faster than most people. The ability to play one kind of instrument may be applicable to another: a character who could play the guitar should also be able to adjust to a lute. K9’s use of this ability. The ability is of no use if the character has succumbed to his wounds. A character with this ability should choose which instrument he can play. for example. faces. Refined Palate [Awareness] A character who has a Refined Palate has an exceptionally well developed sense of taste. angles and speeds. extends to repairing only his electronic circuits. piano or recorder. such as guitar. Regenerative Powers typically allow repairs or healing to occur at the end of each research turn. Navigation [Knowledge] Navigation is the ability of a character to use the stars that are visible from his native planet to chart a course over land or sea. 45 . Piloting [Move] The Piloting ability allows a character to fly aircraft. Poisons [Knowledge] This ability indicates the character knows how to formulate or extract poisons. Pseudoscience can be made into a personality trait of a character: the Doctor would not explain that a piece of apparatus had blown a fuse without first declaring that the temporal feedback circuit had overloaded. Such a character appreciates good food and drink and can sense when something doesn’t taste as it should do. reams of secret plans and the shape and size of objects.

46 . Its main purpose is to alert the Doctor that one of his companions is in distress. A character with this ability should avoid noisome locations and unwashed barbarians. Sailing [Move] Sailing is the ability to handle small sailing craft such as dinghies. This might allow him to smell gas or chemicals before they can harm him. resistance to a type of attack or substance. or could be used to appreciate food and drink. for example. He has a strong. for example. Sense of Balance [Control] A character who has Sense of Balance is perfectly at ease on a tightrope or on a narrow ledge because their natural balance is so good that they are unlikely to fall. but original uses of this ability shouldn’t be discounted: Victoria’s screams were amplified to kill a parasitic weed in Fury from the Deep. have a Special Immunity to heat and a Special Immunity to cold. Instead of moving normally he can opt to run: his Move is increased by the value of his Running ability. In The Ark in Space . Cybermen. spilled a jar of powdered mushrooms over the Doctor’s microscope slides in The Green Death which led to the discovery that the fungus was deadly to a species of mutant giant maggots. Serendipity [Awareness] Serendipity is the ability to make happy chance finds. Players may specify which sciences their characters are particularly adept at. Science [Knowledge] Science is the ability to understand and apply the principles of the main sciences. although the extremes of either will ultimately affect them. Special Immunity [Strength] Special Immunity conveys additional. A character may make a mistake or clumsily knock over something. melodic singing voice which other people regard as pleasant to listen to. Sense of Balance also allows characters to perform tricks such as spinning plates on poles or to run egg and spoon races with little danger of breaking anything. or a type of energy. sometimes only partial. for example. yachts and windsurfers. Screaming [Awareness] Screaming is the ability to make a noise that can be heard through miles of catacombs. saddles and reins. It also allows a character to spur a mount to move faster.DOCTOR WHO — TIME LORD Resourceful Pockets [Awareness] Resourceful Pockets is a character’s ability to find useful objects in his pockets. Jo Grant. Running [Move] A character with the Running ability is especially quick. such as physics. A character with Serendipity can make the find or be responsible for events leading up to it. to palm small objects or even to cheat people at cards. Sleight of Hand [Control] Sleight of Hand is the ability to manipulate objects without being noticed: it is typically used to pick a person’s pockets. Riding [Move] Riding is the ability to control and stay on animals such as horses with or without stirrups. tunnels or ventilation shafts. chemistry or biology. Robotics [Knowledge] Robotics is the ability to build and program robots as well as to understand how robotic minds think. the character’s Riding is added to the animal’s Move. although it may seem disastrous at the time the event does some good. Sensitive Nose [Awareness] A character with a Sensitive Nose has a keen sense of smell. the Doctor produces a cricket ball for Harry Sullivan to throw at a panel. The item need not be recorded on the character sheet: it is assumed that the character habitually carries an assortment of junk in his pockets. more routinely it might be used to produce a small bag of jelly babies as required. Singing [Awareness] A character with Singing has received vocal training. It can also be used to repair robots and alter their personalities. A character could be immune to the effects of a specific poison.

Striking Appearance [Awareness] Attractive or handsome characters have the Striking Appearance ability. to work out what is needed to repair it. the Strong Passion ability is added to the character’s Determination to give them extra mental staying power. This affects how other characters react to them. 47 . The ability also applies to rocks and other improvised weapons such as bits of furniture or ornaments. an instant form of travel by matter transmission. Stealth [Control] Stealth is the ability to move quietly. Transmat [Knowledge] Transmat is the ability to operate and understand Transmat.DOCTOR WHO — TIME LORD Sports [Control] A character with Sports should choose a sport at which he is adept. animals and climate of his native environment. and the greater his ability. Strong Passion [Determination] A character with the Strong Passion ability has a strong emotional attachment for someone. Wilderness Lore means the character knows what he should and should not eat. a companion with a pretty face might be more able to convince a security guard to let her pass. Characters without the TARDIS ability cannot do much more than open the doors of this time and space machine. those with the Swimming ability can swim well and cope with strong currents. TARDIS [Knowledge] TARDIS is the ability to operate the TARDIS’s controls and. axes and daggers. when something goes wrong. which reptiles and insects are poisonous. The weapon’s Wounds rating is used instead of the character’s if the weapon hits its target. If the object of their affections is ever in danger. Wilderness Lore [Knowledge] A character with Wilderness Lore is familiar with the plants. the sports ability is added to the character’s Control. Temporal Science [Knowledge] Temporal Science is the ability to understand the theories and limitations of time travel. Tracking [Awareness] Tracking is the ability to follow the trail of a person or animal by identifying footprints or noticing clues such as broken twigs and bent blades of grass. In situations where skills learned in the sport could help the character. Ventriloquism [Awareness] A character with Ventriloquism can throw his voice to make it seem as if the sound comes from a source some distance away. Thrown Weapons [Control] A character with the Thrown Weapons ability can accurately throw weapons such as javelins. football or rugby. such as cricket. Characters who are trying to spot someone who is hidden or moving stealthily match their Awareness against the character’s Stealth. this does not mean he can fully control it. Swimming [Move] Characters are assumed to be able to swim to a limited degree. and which large animals are dangerous. the more likely he is to survive. Although a character may have the TARDIS ability. to hide in cover or to do both at once.

he waits until the referee asks him before revealing his action. Success largely depends on choosing the right moment to act. It covers attacks made by weapons such as Dalek guns. attempt to reset the controls of a runaway machine. Martial Arts or Marksmanship. however. for example. The referee decides which actions are resolved first. All actions in one turn of combat are assumed to occur at the same time. n Move a number of areas whose difficulty is less than his Move ability (including any special abilities) and perform an action while evading or parrying an attack from one specified opponent. Close combat takes place between characters who are in the same area.DOCTOR WHO — TIME LORD COMBAT Fighting is a dangerous pursuit. Within an area there are no restrictions on who can attack whom. it is 6 if she shoots a crossbow in ranged weapons combat. the results are applied only after all characters have had a turn. There are two types of physical combat: close combat and ranged weapons combat. 48 . whether in the form of a simple duel between two people or a confused melee that involves dozens of characters. It covers fisticuffs and swordplay. Although each player will resolve his character’s actions in turn. There is one option that can be chosen during an action turn: n Abandon any previously stated intention. Leela’s abilities are Control 5. The main difference between ranged weapons combat and close combat is the distance over which each takes place. the Doctor and his companions have no choice: they must resort to violence to get out of an awkward situation. Few of the Doctor’s companions can come through more than a fist-fight unscathed. Whether this value is Control on its own or Control enhanced by another ability. Someone armed with a ranged weapon can fire at a target in the same area or one typically up to six areas away. may move about the same area or be engaged in other tasks at the same time. It is important to remember that only the player whose character is attacking rolls the dice. in which case the total of his Control and his special ability is used. Characters are assumed to be moving about rather than remaining stationary while they are in combat. ATTACK AND DEFENCE A character’s skill at making attacks in combat is his Control. The Doctor. n Try to move a number of areas whose difficulty is greater than or equal to his Move ability (including any special abilities such as Running) by beating the difference. his opponent is the defender. her ability is 7 if she strikes with an edged weapon such as her knife. A character has five options he can choose from at the beginning of an action turn: n Stay in the same area and do nothing except recover from any wounds. it is known as the character’s Attack. Both types of combat use the same procedure. Edged Weapons 2 and Archery 1. stay in the same area and perform an action at an increased difficulty of 2. An attack made in combat counts as the character’s one action for a round. and the bows and thrown spears of primitive tribes. That player’s character hits if he overcomes his opponent’s defences. Although in all these options. Her ability to attack in close combat is 5 if she strikes with her fist. The defender may also be referred to as the target when he is attacked by a character who is using a ranged weapon. Her Attack is respectively 5. Only characters in the same area can attack each other in close combat. n Stay in the same area and perform an action while evading or parrying an attack from any one specified opponent. as his action. which is why they have such freedom to act in an area. Characters who are not involved in combat. It may be that some characters do nothing that is relevant to combat: they might choose to make use of other abilities. 7 and 6. however. the submachine-guns and rifles of UNIT troops. Ranged weapons combat is fighting that takes place at a distance. it can also be an attempt to use any ability. Such a character forfeits any right to attack or defend. and attacking a creature that is armed with a powerful energy weapon is foolhardy. This value may be enhanced by abilities such as Edged Weapons. The character whose attack is being resolved is called the attacker. Whatever the player decides to do. Sometimes. but no attacks can be made using close combat on anyone outside that area. whether in primitive or technologically advanced cultures. and keeps track of the results. could move and. performing an action usually means attacking an opponent. n Stay in the same area and dodge any attack made against him. PROCEDURE Each player decides what his character is going to do during the turn.

A character who attacks and defends in close combat during the same turn can increase his Defence by parrying or evading one opponent’s blow. but it can also mean attempting to use any ability. The Running special ability. If the defender evades. 2 Performing an action will often mean attacking an opponent. for example. the distance to the target in areas at the end of the turn is added to the target’s Defence. his Defence is the sum of his Size and 49 . Sometimes a character will have more than one attack made against him. can only evade. in which case the best option is to dodge all the attacks. In ranged weapons combat. A defender who parries has a Defence equal to the sum of his Size. This ability applies to any and all attacks made against the character in one round: Size is the inherent difficulty of hitting a person. such as the Doctor attempting to reset the controls of a Zygodon machine using his Knowledge ability. Even a character who was going to attack can change his mind and choose to dodge should he discover that more than one attack is going to be made against him. an unarmed character. stay in the same area and perform an action2 1 Ability — Defence in close combat Size Defence in ranged combat Size + Range — Relevant ability1 Size + Control1 Size (+ Control1 against a specified opponent) Size + Range + Control1 Size + Range (+ Control1 against a specified opponent) — Size Size + Range Relevant ability1 minus the number of areas moved Size (+Control1 against a specified opponent) Size + Range (+Control1 against a specified opponent) Relevant ability1 –2 Size Size + Range These abilities include any relevant special abilities.DOCTOR WHO — TIME LORD Table 2: Character options in an action turn Option — to be stated at the start of the turn Stay in the same area and recover/do nothing Stay in the same area and dodge all attacks Stay in the same area and perform an action2 while evading or parrying an attack from one specified opponent Try to move a number of areas whose difficulty is greater than the character’s Move1 by beating the difference Move a number of areas whose difficulty is less than the character’s Move1 and perform an action2 while evading or parrying an attack from a specified opponent Option — to be stated during an action turn Abandon any previously stated intention. He must use a weapon to parry an attack. unless he has the Martial Arts ability. A dodging character forfeits any right to attack but has a Defence equal to the sum of his Size and Control against any attack made against him that he is aware of. would be added to Move. Control and ability with the parrying weapon. The basic Defence of a character against an attack is his Size.

Her player needs to beat a difference of 5 to get through the armour and wound the Cyberman. The number of Wounds inflicted is compared with the protection of the armour. She has Defence 8 against any attack made against her if she dodges. which is impossible because she can only equal that difference. In ranged weapons combat using a crossbow. She would automatically hit a target with Defence 5. 50 . All the damage gets through and injures the target if the number of Wounds is greater that the protection of the armour. If the number of Wounds against the defender is equal to or less than his Strength. The total number of Wounds that a character receives. are encased in an armoured shell that protects the creature inside from most small-arms. decides in which order any attacks are made. RESOLVING AN ATTACK A player who declares that his character is attacking waits until the referee is ready to resolve his action. the attacker needs to beat the difference between these values to wound the defender. the attacker must beat the difference between Strength and Wounds to overcome the defender. Any player whose character is making an attack compares the appropriate Attack with the Defence of the opponent. WOUNDS The amount of physical harm that any attack does to a target is measured in wounds. A character feels the effects of Wounds only if they overcome his Strength. Her basic Defence against ranged weapons attacks is 3 if the attacker is in the same area. Leela’s abilities are Control 5. her player would need to roll the dice to beat the difference between Leela’s Attack and her adversary’s Defence. such as a dodging Size 3 opponent with Control 3 at a range of one area. Leela fires a bolt from her crossbow and inflicts 4 Wounds against a Cyberman that has Armour 9. Against an opponent with a Defence of 7 or more. The metallic skin of a Cyberman makes it hard to destroy even when using a blaster. the character’s Size is his Defence against any other attacks. The player and Leela learn the hard way that Cybermen are generally immune to arrows. She could still make an attack and then choose to parry or evade one attack made against her. Her basic Defence against any attack is 3. Ranged weapons attacks can be evaded or dodged but not parried. which is expressed as Armour 4. her player would need to beat a difference of 1 on the dice. The blow automatically hits if Attack is greater than the opponent’s Defence. A parry or evasion can be applied to only one attack. not the players. If Attack is equal to or less than the opponent’s Defence.DOCTOR WHO — TIME LORD Control. EFFECTS OF WOUNDS Wounds always injure a character. however. Leela’s Attack is 6 (Control 5 plus Archery 1). Armour 8 and so on. ARMOUR Some of the Doctor’s enemies wear armour that may protect them from the Wounds inflicted by an attack. She would need a difference of 2 or more on the dice to hit an opponent with Defence 8. All the Wounds are inflicted if the protection of the armour is beaten. The referee. Size 3 and Edged Weapons 2. it is 8 if she evades. such as a stationary Size 3 opponent at a range of 2 areas. he inflicts a number of Wounds appropriate to the weapon he is using. Against a target with Defence 7. She would automatically hit anyone who had a Defence of 6 or less. She inflicts 2 Wounds (half her Strength of 5 rounded down) if she uses her fists. although the effects of this may not immediately be noticed. Leela has Attack 7 with her knife (Control 5 plus Edged Weapons 2). is always recorded whether or not he is overcome by them. The defender is automatically overcome if the number of Wounds inflicted is greater than his Strength. because the range is 0 areas. Daleks. Bolts fired from her crossbow inflict 4 Wounds each. If the number of Wounds is equal to or less than the protection of the armour. Her Defence against one close combat attack is 10 if she parries with a knife. Leela inflicts 4 Wounds with her knife if she beats an opponent’s Defence. The effects of wounds are worked out direct if the defender does not wear armour. then the character hits the defender if his player can beat the difference between Attack and Defence by the difference rolled on the dice. her Defence is 5 against an attacker who is 2 areas away. It may be that he elects to resolve all the referee characters’ attacks before determining the results of the player characters’ attacks. for example. When a character hits an opponent in combat. Armour absorbs either all or none of the Wounds from an attack. If she dodges her Defence is 8 and 10 respectively at those ranges.

the weapon is dropped but the defender is not injured. Disarming An attacker can deliberately try to disarm an opponent. If two or more people restrain someone. or might try to aim blows to disable or disarm opponents rather than kill them. Aiming Some creatures are too tough to be beaten in a straight fight and often the only way to defeat them is to attack a weak spot. an aimed attack can be made at the opponent’s weapon itself. such as fists. An overcome character may be near to death or even dead depending on the number of Wounds he has taken. Wounds are cumulative. This determines whether the character is unconscious. If both attacks fail. Control and relevant grappling ability of his captor to break free. He should say which part of his opponent he is going to restrain. typically Size plus Control and an ability such as Brawling. neither character has a hold on the other. Leela aims her crossbow at an enemy soldier who is shooting at her from around a corner. If the grappling attack succeeds. The player states that his character is doing so as his action for a turn. If he succeeds. 51 . If the Wounds inflicted beat the Strength of the opponent. the size of this target is used to determine the opponent’s Defence. A Dalek’s eye-stalk is vital if it is to see but is less heavily armoured than its body. such as knives. A character who is restrained in this way may attempt to break free in subsequent turns. except that the player states his character is going to grapple an opponent when asked to declare his action. that the character is wounded and that further injury could easily result in death. aiming to beat the weapon’s Strength in order to break it. SPECIAL RULES Combat is not always straightforward. whether a character is overcome or resists the effects. Each resolves his attack as normal. The biggest target that an attacker can grapple is the chest and arms of his opponent. and the total number of Wounds against a character should be recorded. Any character who is not overcome by his wounds can continue to act normally. Grappling Few of the Doctor’s companions use weapons to attack opponents: they either indulge in fisticuffs or try to restrain or wrestle with an enemy. He presents a Size 5 (head and shoulders) target to determine his Defence against Leela’s attack. but may still resolve his attack if he has yet to do so. near to death or dead. The soldier is Size 3 but presents only his head and shoulder as a target: the rest is of him is protected by a wall. the attacker must beat the difference between his Strength and the defender’s Strength to restrain his opponent. he may move or attack next round as normal. Anyone who grapples has a Defence equal to his grappling ability. The base difficulty is calculated from the character with the highest abilities. such as a guard crouching behind a crate and whose head is the only visible part of his body. Characters also have to aim if they have to shoot at partly obscured targets. An area that contains more than five characters becomes crowded. Crowding Up to five characters can be in one area without impeding one another: anyone in such an area can act freely. depending on circumstances. evading or dodging are simply techniques to get out of the way. The character needs to beat the difference between his Strength and sum of the Strength. or natural weapons.DOCTOR WHO — TIME LORD A character who is overcome falls unconscious to the ground at the end of the turn. typically Size 5. A restrained character with a grappling ability can elect to use this and his Control instead of Strength. rather than try to harm him. Alternatively. Characters in a crowded area may use only short weapons. Sometimes two characters will try to grapple each other. No character may use a ranged weapon in a crowded area. the characters are wrestling for an advantage. Aiming does not affect the procedure for combat: the Size of the specific part of the target is used instead of the target’s usual Size. however. Grappling is resolved in the same way as hand to hand combat. The person restraining him is assumed to be trying to prevent this escape. although people outside a crowded area can fire at targets in that area. Grappling attacks do not wound the defender. If both attacks succeed. a Cyberman is especially vulnerable to gold items shot into the grille on its chest unit. to restrain an opponent’s weapon arm. Whoever breaks free first while retaining hold of his opponent gains the upper hand. A defender may use any defensive ability he feels is appropriate: parrying is interpreted as using a weapon to intimidate the attacker. This type of combat is used to capture opponents unharmed for questioning. Inventive players may come up with a special move that requires careful adjudication. His player should bear in mind. by making an aimed attack at his enemy’s weapon arm. each additional character adds one to the difficulty of breaking free. although it may be better.

giving people in the area a chance to move away or even to pick up the grenade and throw it back! A UNIT soldier with Control 3 throws a grenade at a Size 2 area containing a group of Cybermen. Any characters that are in the same area can combine the fire from the same type of ranged weapons. If one minus the result on the dice is zero. Shooting into melees Shooting a ranged weapon into a group of friends and enemies is a dangerous pursuit: the attacker is as likely to hit a friend as he is to hit an enemy. Group fire Soldiers use group fire with ranged weapons to stand a better chance of hitting a target. perhaps one that is partly concealed by cover or one that must be disabled by shooting at a weak point. The Defence of the attacker’s friend is immaterial: he is automatically hit in this instance. Regardless of the number of characters involved in group fire. The Cyber-lieutenant has Attack 5. the Wounds for only one hit is used to overcome the opponent. up to a maximum of the fire-director’s ability. Grenades Area weapons such as grenades or dynamite are not aimed at people. by line of sight. It is possible that once it becomes clear where everyone is moving that a player will want his character to fire at a different target from the one he originally intended. the attacker has hit the nearest friend. The Defence of a target in a group is increased by the number of the attacker’s friends or allies in that group. Each additional character. This is likely if a target comes into view only briefly in the round. 52 . indicating an overshoot of one area). the grenade would have landed in the same area as the Cybermen but exploded only next turn. The grenade lands one area further away than intended (one minus the result is plus one. therefore. A negative number means the grenade undershoots by that many areas. The attack is resolved the same way as a normal ranged weapons attack. adds one to this Attack. except that the difficulty is increased by two. a positive number means the grenade overshoots by that many areas. which means it can direct the fire of five Cybermen — itself and the four it is leading.DOCTOR WHO — TIME LORD Once a character has successfully restrained an opponent he can hold on to him. the grenade still lands in its target area but it does not explode that turn: it explodes in the next action turn. The overall Attack of all five Cybermen firing at one target is 9. restraining him and resisting any attempts to break free. If the attack misses yet would ordinarily beat the unadjusted Defence of the target. at a Raston Robot. He has to beat a difference of 2 to succeed but rolls double 6 — a result of 0. grenades have a maximum range of three areas). A snapshot could also be made to shoot at a target before it moves out of range. say by running across an opening. still causing damage to people or property — this is only likely if characters with low ability try throwing a grenade at a range of 2–3 areas. The difficulty. One minus the result on the dice is the number of areas away from the target area that a grenade lands if the attack misses. A Cyber-lieutenant with Control 3 and Marksmanship 2 directs the fire of four other Cybermen. resulting in a Defence of 5. however. A snapshot is equivalent to choosing the sixth action turn option: the character remains in the same area and abandons what he originally intended to do. An attack that misses. or can attempt wrestling attacks such as picking up his opponent and throwing him to the ground! The referee should flexibly interpret an inventive player’s wishes and work out appropriate difficulties. The grenade still travels along the original line of fire it was intended to be projected along and explodes in its new area. may fall short or even overshoot. Had he rolled a result of 1. The range is three areas. and his ability is used as the base Attack to hit the target. rather they are aimed at a particular area. each with Control 3 and Marksmanship 1. depends on the Size of the area (typically Size 2 for an area measuring 3 metres by 3 metres) and the range (as thrown weapons. Snapshot A snapshot is any ranged weapons attack that is made without preparation. The character with the highest appropriate combat ability directs fire. to his target.

When an adventure reaches a sticky moment where only a fight will allow the Doctor and his companions to continue. as Tegan proved in Earthshock when she grabbed a Cyberman’s blaster and capably blew away its colleagues. from carrying weapons. feet. Characters such as the Brigadier. claws and horns are hard. are best qualified to survive a fight. say. (A Strength 1 person would inflict 0 Wounds. Edged weapons A weapon with a sharp cutting edge or which has a point used for thrusting is treated as an edged weapon. the butt of a gun or a household object such as a vase or a chair are all blunt weapons. Natural weapons can be either soft or hard: fists and feet are soft because they are fleshy. A soft natural weapon inflicts Wounds equal to half the character’s Strength. The number of wounds that a weapon inflicts on an opponent depends on its category. bows. they are more likely to knock out an opponent when they hit. CLOSE-COMBAT WEAPONS Natural weapons Any attack which is made with a part of a creature’s body is made with a natural weapon: fists. and Jamie. Blunt weapons A blunt weapon is a weapon that does not have a cutting edge or a point that is used for thrusting. chitinous mandibles. teeth. Attacks made with fists or feet do not usually injure an opponent sufficiently to kill him. An attacker who hits his opponent too many times or who is exceptionally strong may well be capable of killing an opponent. a medieval knight’s mace. teeth and claws are all natural weapons. however. axes and spears are all edged weapons. although this would not damage anyone. Such a character may also attempt to deflect attacks as if he were trying to parry them. either killing an opponent or knocking them out owing to the pain of the wound. One blow from any weapon is usually sufficient to seriously injure a companion or the Doctor. edged weapons inflict more wounds than a character’s fist could. They are unlikely to kill most opponents because they inflict fewer wounds than. blunt weapons and edged weapons. In the game they can be used to attack only opponents that are in the same area as the wielder. Close-combat weapons can be used only against nearby opponents. who might carry a revolver. A blow from a sword is quite likely to put down most human opponents: only someone who is heavily armoured or quite strong will be able to fight on. There are four categories of ranged weapons: thrown weapons. Weapons are best left to those who are able to handle them skilfully. His attacks inflict Wounds equal to his strength. Unless companions have a good reason for being armed they should be discouraged. Ranged weapons are used to attack opponents at a distance. There are three categories of close-combat weapons: natural weapons. however. 53 . Soft natural weapons may not be used to parry attacks other than those made by soft natural weapons. perhaps by the Doctor. a blaster or a rifle. A character who has the Martial Arts ability strikes with his hands and feet as if he were using hard natural weapons. Because blunt weapons inflict more wounds than most characters’ fists. such as a sword. are often sufficient to knock out an opponent for an action turn. firearms and blasters. The threat of being hit can prove more effective than actually striking or firing at a character. who would probably feel uneasy if he didn’t have his dirk.DOCTOR WHO — TIME LORD WEAPONS The Doctor and his companions rarely use weapons. A club made from a tree branch. usually from zero to six areas away. A Cyberman is an especially dangerous: its hard metal fist inflicts 6 Wounds — it is as lethal as a blaster. they are not mercenaries who plunder time and space while armed to the teeth.) A hard natural weapon is more effective: it inflicts Wounds equal to the character’s Strength. any halves are rounded down. such trained warriors will be more useful than someone who does not know one end of a blaster from another. There is good reason for keeping out of the way of weapons: they are dangerous. Weapons are divided into two categories: close-combat weapons and ranged weapons. Edged weapons damage vital organs. Like blunt weapons. the Doctor and his companions may have to fight to survive or attain an objective. The wounds inflicted. In the course of their adventures. The referee and the players should be prepared to adapt to circumstances. they are more likely to be threatened by opponents that use them. An edged weapon inflicts 4 Wounds. The weakness of fist attacks is one of the main reasons why characters choose to use something better. however. Blunt weapons inflict 3 Wounds. the dice should still be rolled to determine whether the weak blow knocks out its target. Swords. There are always exceptions. Companions are often ordinary people who have just become mixed up with the Doctor’s travels. rapiers.

The category includes daggers. the best defence is to run away. Thrown weapons have a maximum range of three areas. An arrow fired from a bow inflicts 4 Wounds. FIREARMS It is unusual for the Doctor’s companions to carry firearms. A heavy thrown weapon is either long or bulky: the class includes spears. There are two types of thrown weapon: light and heavy. it is complicated by the mechanisms and loading procedures that different designs have necessitated. A light thrown weapon is usually no more than a foot or so long. A crossbow requires two actions to cock and load. Only the Brigadier. soft Natural weapons. blasters and bows are simple compared with firearms. Bows Bows and crossbows have a maximum range of five areas. Yates and other UNIT soldiers would typically carry guns in the Doctor’s TARDIS. Most 54 . javelins and boulders. although many of them are prepared to pick up a gun and use it if necessary. Guns should be treated more as a threat: they are often used to intimidate at close range. spears. Light thrown weapons inflict 3 Wounds. Benton. heavy thrown weapons inflict 4 Wounds. It takes an action to string an arrow for a long or compound bow. giving it a maximum rate of fire of one shot every three action turns. The category includes daggers. Although a firearm is easy to use. hard Blunt weapons Edged weapons Wounds 1/2 x Strength Strength 3 4 Table 4: Ranged weapons Category Blaster (alien) Blaster (Earth type) Bows Light thrown weapons Heavy thrown weapons Pistol Revolver Rifle Shotgun Submachine-gun 1 The Range (areas) —1 —1 5 3 3 4 4 —1 4 —1 Wounds 8 6 4 3 4 5 5 5 5 5 or 6 range of these weapons is in effect limited only by the difficulty of the target and the skill of the user RANGED WEAPONS Thrown weapons Missile weapons that are held in the hand and hurled at their target are thrown weapons. giving it a maximum rate of fire of one shot every two action turns. rocks and household objects such as vases or other ornaments. throwing knives and small rocks.DOCTOR WHO — TIME LORD Table 3: Close-combat weapons Category Natural weapons. although an especially powerful bow might have a range of six areas. Close-combat weapons. but they would probably feel uncomfortable without their weapons! Guns are also notoriously ineffective against creatures such as Daleks or creations of antimatter.

a maximum of three bursts can typically be fired using the same magazine. The fastest rate of fire possible with a flintlock pistol is one shot every three action turns. Referees who wish fully to detail actual weapons should feel free to do so. It shoots powerful bolts of energy which are capable of damaging steel and concrete.DOCTOR WHO — TIME LORD characters in TIME LORD should be able to pick up a gun and fire it. The term embraces flintlock pistols. the second determines the number of Wounds that a gun inflicts. Different cultures in the 55 . A submachine-gun set on automatic and used to fire at only one target inflicts 6 Wounds. Even the Daleks had recourse to a machine-gun when their blasters failed them on the energy-draining planet of Exxilon. All breech-loaders take one action to reload. Pistols. inflict 5 Wounds and have a maximum range of four areas. Muskets increase the difficulty to hit a target by 1 because they are inaccurate. pistols and rifles typically have six-shot magazines. Single-shot setting increases the difficulty to hit a target by one. Guns with magazines Rifles with magazines. other magazines take two actions for every six shots they contain. and three actions to reload a muzzle-loading musket or rifle. one after the other in different turns: its rate of fire is two shots every three action turns. A submachine-gun set to automatic fire can attack either all the targets in an area — it cannot discriminate between friend and foe! — or one target. Blunt weapons or brawling abilities are appropriate to this use: any gun used this way inflicts 3 Wounds. It takes one action to replace a magazine with a fresh one. however. A magazine or revolver with up to six shots capacity takes two actions to reload. BLASTERS A blaster is a firearm with a short range but devastating effect. regardless of the ammunition used. Soldiers in UNIT or from the time of the English Civil War or the French Revolution would typically be armed with a firearm of some type. muskets and rifles. Shotguns are classed as breech-loading guns. it is one shot every four action turns for a musket. Revolvers. Firearms are classified according to their loading mechanism and their power. A double-barrelled shotgun. weapons used by soldiers in some of the most violent conflicts of Earth’s history. revolvers. GUN TYPES Submachine-guns Submachine-guns can be set to fire single shots or in bursts. a single hit is enough to put down most opponents. can be reloaded as one action and is then ready to fire two shots. Breech-loaders Breech-loading guns are faster to reload than muzzle-loaders. This time-consuming process gives them a slow rate of fire. and submachine-guns typically have 30-shot magazines. LOADING MECHANISMS Muzzle-loaders Early firearms are loaded by inserting the gunpowder charge and the bullet in the muzzle of the gun and ramming them down to the breech. The first determines how long it takes to reload a gun before it can be fired. He would. revolvers and shotguns All pistols. roll three times to hit three targets. which gives them a maximum rate of fire of one shot every two action turns. but longer to reload a magazine or to reload a revolver. automatic pistols and submachine-guns can be fired each turn until their ammunition runs out. Most of the time a referee need not worry about the time it takes to reload such guns. Rifles and muskets A rifle or musket inflicts 5 Wounds. It takes two actions to reload a muzzle-loading pistol. A submachine-gun set to automatic expends 10 shots in a burst. A firearm is a small gun that uses an explosive charge to fire a bullet. revolvers and shotguns. the only important information is how many rounds a gun can fire before it runs out of ammunition. revolvers. for example. The attacker rolls to hit each target in the area into which he is shooting. A submachine-gun inflicts 5 Wounds on each target when it is set to single shot or used to fire into an area. increasing the damage done. All guns can be used as makeshift blunt weapons in hand to hand combat. whether they are able to reload it or understand how it works is another matter.

Ice Warriors and Cybermen. grenades and areas of effect appear in Part Five. A soldier would be equipped with a blaster in much the same way as he would receive a sword or axe in ancient times. Yet the blaster is far more flexible as a weapon: it can be used to hit targets at a distance and it can be set to kill or stun opponents. Soldiers from 21st century Earth and beyond use lasers that use the energy of light. There are three categories of armour: full armour. Most Earth soldiers’ blasters inflict a maximum of 6 Wounds. This is usually sufficient to lightly injure a typical opponent and make him fall unconscious. The Thrown Weapons ability governs their accuracy when they are thrown into an area. all blasters are treated the same way in TIME LORD. which makes the threat of a hit an unpleasant proposition for a character. Sea Devils’ weapons use heat. whereas Daleks have gunsticks which rely on nuclear energy. Larger quantities of explosives inflict proportionately more damage. They can also be aimed at an area. an arm or the head. This is enough to seriously injure or kill a typical opponent. Blasters are personal weapons with a limited range. some of which have built it into their very form. Most Earth soldiers’ blasters inflict 3 Wounds when set to stun. Most soldiers set their blasters to kill. Nitro-nine is more effective: one can inflicts 7 Wounds to targets in the area of detonation and 4 Wounds to targets in adjacent areas. including grenades and bundles of dynamite.DOCTOR WHO — TIME LORD universe have developed blasters which use different forms of energy. HEAVY WEAPONS It is unlikely that any character will use more powerful weapons than the hand-held weapons outlined here. Explosives and grenades attack not only the area they are detonated in but also adjacent areas. GRENADES AND EXPLOSIVES Area weapons such as grenades. Yet strong armour is still used by technologically advanced species. There are few weak points in a suit of full armour: those that exist are limited to eye-slits and the inside of joints. The Daleks and the Cybermen have both harnessed the properties of alloys and metals to create armour that is tough enough to withstand the firepower of the races they seek to dominate. however. UNIT troops frequently resort to bazookas to deal with alien menaces. the Explosives ability is used to place them accurately for a controlled explosion or for demolition work. The zones are calculated the same way as those for explosives in Part Five. Body armour covers only the wearer’s torso. in which case the explosive shell inflicts 6 Wounds to targets in the area of detonation and 3 Wounds to targets in adjacent areas. their warlike enemies make frequent use of these defences. ARMOUR AND SHIELDS Although neither the Doctor nor his companions have much use for armour or shields except as part of a disguise. body armour and partial armour. These weapons have a range of 6 areas and inflict 8 Wounds if they hit. It is the type of armour worn by Earth’s medieval knights and alien species such as the Daleks. A blaster that is set to stun inflicts half the maximum number of wounds it is capable of doing. All targets in the primary zone of effect of an explosion are attacked at the full Wounds value of the explosive. rounded up. Shells from field guns and the like can be improvised in their effect: they are area weapons with an even greater radius of effect than grenades. which would inflict 6 Wounds in the secondary zone of effect. Like full armour. depending on their power. Full armour always counts against any attack against the wearer unless that attack is aimed at a weak point. inflict 6 Wounds on every person in the same area and 3 Wounds to anyone in an adjacent area. A Greek hoplite’s skirt and cuirass. Full armour is an all-encasing suit of armour that protects its wearer from top to toe. a knight’s hauberk and a policeman’s bullet-proof jacket all count as body armour. 56 . Primitive societies have more use for armour than advanced ones simply because their ancient weapons are more likely to be deflected by armour: there are few suits of armour that can withstand gunfire and still be practical to wear. half maximum Wounds in the secondary zone of effect. body armour always counts against any attack against the wearer unless that attack is aimed at a part of the body that is not covered by the armour. A suggested Wounds score is 12. Full armour is heavy and restricting: the Move of any creature or person wearing it is reduced by 1 unless the armour forms part of its natural skin or an in-built part of its mechanism. Although it may sometimes do no more damage than more primitive weapons such as UNIT’s rifles. When a blaster is set to kill it inflicts the maximum number of wounds it is capable of doing. Referee’s notes on explosives. although a heavily armoured target such as a Dalek or Cyberman may completely escape damage. typically inflicting the maximum number of Wounds to targets in the primary zone of effect. sticks of dynamite and cans of nitro-nine need special mention. Most explosives used in a quantity capable of being thrown. Body armour would not count against a blow aimed at. say. Apart from these differences and some slight variations in performance. its flexibility more than compensates. all targets in the secondary zone of effect are attacked at half this value.

Plate metal armour is the beaten breastplates of Greek warriors or the full suits of armour worn by late medieval knights. Overlapping plates of metal provide flexible joints in full suits of this type of armour. Leela could also add any benefits from dodging or parrying to her defence. where the number is the difficulty that must be overcome by the Wounds inflicted by the attack. Advanced armour Plastic-fibre armour consists of strong. The protection that armour affords depends on the material from which it is made. sleeves. the tin hat of an English Tommy from the First World War or a Gallifreyan guard’s headpiece it is a useful defence against a sly attack from behind. in some ancient civilizations it is even the best armour that can be produced. Flexible metal armour comprises linked rings of metal or small scales of metal sewn to a leather undercoat and is commonly known as mail or scale armour. Armour 8 and so on. Shields always increase the difficulty of hitting the wielder. is Size 6. If the attacker beats the difference between Wounds and Armour. it has no general effect against attacks. If the attacker fails to beat the difference between Wounds and Armour. Soft leather is Armour 2. Leela’s armour does not protect her if an attack hits one of these areas. a larger shield increases the difficulty by 2. his blow lands as if the defender were wearing no armour and he tests to overcome the defender’s Strength as normal. unless they choose to make an aimed attack at her head. Protection is always expressed in the form Armour 2. partial armour counts only against attacks that are aimed at the part of the body it protects. Plastic-fibre armour rates as Armour 5. A helmet is the commonest piece of partial armour worn by soldiers: whether it is a Viking helmet. although exceptionally thick and heavy winter clothing may give the same effect. It is the type of armour typically worn by castle guards. his blow does not injure the defender: the armour has deflected or absorbed all of the damage. who is Size 4. impact-resistant plastic fibres woven together into a cloth or bonded into strong plates. If worn as full armour. sometimes with sleeves. making it a far harder target to hit than Leela as a whole. Unlike full armour and body armour. vambraces.DOCTOR WHO — TIME LORD Partial armour is the individual elements of armour that go into making up a full suit of armour: it includes greaves. in effect making it Armour 6 against lasers. A buckler increases the difficulty by 1. Tough leather is soft leather armour that has been specially treated. Tough leather is Armour 3. Partial armour. They are effective only against attacks from the front and shield side that the wielder is aware of. It rates as Armour 5 and is the best that can be achieved through Earth’s metalworking techniques. Soft leather is little better than padded cloth. does have its uses: it protects vulnerable parts of the body from disabling attacks and allows anyone wearing body armour to reduce the number of vulnerable points. It counts as plastic-fibre armour but with the ability of Special Immunity 1 against laser light. plastic-fibre armour does not reduce the Move of its wearer. Any attack whose Wounds are greater than the defender’s Armour automatically gets through the armour. It is the material used to make bulletproof vests and riot gear and offers protection against attack in a lightweight form. arms or legs. Leela’s durable leather clothing is the equivalent of tough leather body armour: she has Armour 3 covering her chest and abdomen. but also includes leather jerkins and biker’s leathers. Primitive armour Padded cloth is the most basic type of armour and affords little protection. gauntlets and helmets. Armour 3. Many helmets also count as plate metal armour. Shields are a special type of partial armour. It rates as Armour 4. however. Reflective armour is intended to reduce the effect of laser blasters by reflecting or dispersing the high-energy beam of light. 57 . It is typically worn as padding beneath metal armour. It is most commonly worn as a quilted hauberk. Her arm. Anyone attacking her has to get through this armour if they hit. leggings. Padded cloth is Armour 1. however.

A character is lightly wounded if the total number of Wounds he has taken is equal to or less than his Strength. The character can recover from such an injury quickly. but a moment of rashness. Seriously wounded A character who is seriously wounded has received a painful wound that needs medical attention or a long time to heal. Captain Cook in The Greatest Show in the Galaxy was killed. for example. It is unlikely that a character who behaves sensibly in an adventure will die. He is seriously wounded if the number of Wounds he has taken is greater than his Strength but less than or equal to twice his Strength. Grisly experiments or powers. Players should certainly not treat their characters as if they had script immunity: to a certain extent they do. allowing him to take a greater number of Wounds before dying or being seriously wounded. In effect they increase a character’s Strength. and dead if he has taken 7 or more Wounds. 58 . seriously wounded if he has taken 4 to 6 Wounds. for example. First Aid may be sufficient to make a seriously wounded character only lightly wounded. have been applied to dead characters and it may be that the dead can walk again. A character is dead if the number if Wounds he has taken is greater than twice his Strength. Some abilities such as Cheat Death or Iron Constitution affect a character’s resistance to pain and even death. even the Doctor who can regenerate to survive attacks that would kill an ordinary person. although First Aid or Medicine could quickly return him to full health. The number of Wounds a character has taken and the character’s Strength determine his health. A character with Strength 3. but the Gods of Ragnarok animated his body long enough for him to perform a service for them. A lightly wounded character does not need medical attention to heal his wounds. however. Dead The character is dead and cannot be brought back to life. Lightly wounded A character who is lightly wounded has received a wound which is only a graze. although he may attempt to recover consciousness. A seriously wounded character who does not receive medical attention takes one Wound for each hour (four research turns) he does not receive attention: such a character will eventually die. He may not heal his wounds until he receives medical attention such as First Aid or Medicine. but this alone will not save them.DOCTOR WHO — TIME LORD DEATH AND INJURY All characters should fear death in TIME LORD. is lightly wounded if he has taken 1 to 3 Wounds. or has been knocked out by a gentle blow from a blunt weapon. carelessness or nobility may make this a real danger. Even companions of the Doctor have died in the course of his adventures.


Anyone who is overcome can try to regain consciousness at the end of each action turn except the one in which he fell unconscious. When all opponents have been overcome or restrained, however, a character may try to recover from being unconscious only at the end of each research turn that has passed since the fight finished. An overcome character may therefore be able to return to the fight if he is only lightly wounded, but if he is still unconscious after the fight he probably needs medical treatment. Whether a character recovers or remains unconscious depends on his Strength and his Wounds. He recovers at the appropriate time by beating the difference between his Strength and his Wounds. Anyone who recovers may act normally, although they are still wounded: Wounds are removed only by healing. A character whose Strength is greater than his Wounds automatically recovers at the end of the turn after the one in which he was wounded. Such a character is only lightly wounded: in effect he has been dazed or winded by the force of an attack. Seriously wounded characters — those whose Wounds are greater than their Strength — can take some time to recover and it may even be impossible for them to do so without assistance. Such a person, however, may recover just in time to save the day or execute the next part of his master’s evil plan.

A Kaled scientist has been badly injured, receiving 6 Wounds from an attack. He has Strength 3, which means he recovers if he can beat the difference of 3. He fails to do so while the combat rages around him, but after everyone has left he has a chance to recover every research turn and might be able to alert Davros and the Daleks to his failure.

Wounded characters will get better of their own accord as time passes, provided that they are not too badly wounded. This process is called natural healing. Natural healing removes Wounds equal to the character’s Strength for each week of bed rest: the damage is healed at the end of such a week. Healing continues until the character’s Wounds level is zero, at which point the character has fully recovered. No character may have a negative Wounds score. First Aid and proper medical attention can speed the natural healing process.

A character with Strength 3 would recover three points of Wounds after one week of bed rest. If he had 5 Wounds, after one week he would have 2 Wounds, and after two weeks he would have 0 Wounds.

Use of First Aid
First Aid may be applied only once to a wounded character: it assumes that whoever administers First Aid tends to any injuries as best he can. A character with the First Aid ability immediately heals Wounds equal to the value of his special ability if he can beat the difference between his total ability and the Wounds of the injured person. Anyone who applies First Aid but fails to heal Wounds has still bandaged the injured person, who will not suffer further wounds due to bleeding. First Aid requires basic medical facilities, such as clean bandages and water, or a first aid kit.

Katarina has Control 2 and First Aid 2, giving her a total ability of 4 at First Aid. She cleans and bandages the wounds Steven received at Troy. He has received 6 Wounds, which means Katarina must beat the difference of 2 to succeed. She reduces his Wounds by 2 if she succeeds, otherwise she merely makes a neat job of bandaging him.

Use of Medicine
Characters with the Medicine ability are trained doctors or nurses who understand the medical techniques and drugs of their time. Anyone with the Medicine ability can heal Wounds equal to his special ability on its own if he can beat the difference between his total ability and the injured person’s Wounds. Medicine may be applied to any injured character, provided that no other such attempt has been made in the previous 24 hours. A failed attempt at Medicine does not prevent further attempts at using this ability, although each attempt must be at least 24 hours later than any other. Medicine, however, requires specialized drugs or equipment to be effective. Many useful items may be kept in a doctor’s bag, for example, but this does not mean that all the required drugs are carried. A doctor might carry antibiotics with him, for example, but have no antidotes for snake venoms. Applying the wrong medication brings no benefit.

After Katarina has successfully applied First Aid to Steven’s Wounds, the Doctor examines him. The Doctor has Knowledge 6 and Medicine 1, giving him a total Medicine ability of 7: he deduces that Steven’s wound is infected,


but does not have the right drugs to cure his companion. He sets course for a planet that he hopes will provide the right drugs. Once he finds them, he needs to beat the difference between his total ability of 7 and Steven’s Wounds, now standing at 4, to heal 1 Wound a day. His ability is high enough automatically to succeed, but without the drugs he is powerless. After Katarina’s attention, Steven regains consciousness after one research turn. His Strength of 5 means he is now only lightly wounded because he has only 4 Wounds. The referee, however, rules that the infected wound is equivalent to a slow-acting poison of potency Wounds 3, and rolls the dice every six hours (24 research turns) to see whether Steven falls unconscious again. As the Doctor speeds the TARDIS towards civilization, Steven seesaws between wakefulness and sleep.



Some creatures are especially dangerous because their attacks rely on venom rather than damage to kill or paralyse opponents. Whether such a creature is a snake or a Cybermat, all companions should be wary of its attacks. Not all poisons come from creatures: intelligent men and creatures often use them on weapons or in food either to kill or drug their enemies. Such poisons are encountered only rarely. Poison come in two basic types: slow-acting and quick-acting. It may be injected, ingested or rely on contact with the skin to take effect. A slow-acting poison gradually builds up in the body of its victim until it reaches a lethal dose, whereas a quick-acting one immediately attacks its victim at full strength, and gradually loses its effectiveness as the victim’s body shrugs off its effects. All poisons have Wounds ratings that represent the maximum effectiveness of that poison.

Quick-acting poison
A quick-acting poison attacks the Strength of the character with its full Wounds rating. If it overcomes the character, either because its Wounds rating is higher than the Strength of the character, or because the referee beats the difference between these values, then the character is overcome and takes Wounds equal to those of the poison. After the initial attack, the poison continues to attack the character’s Strength but at reduced values. The Wounds rating of most quick-acting poisons decays at a rate of one point an action turn: after one action turn a Wounds 6 poison attacks at Wounds 5, delivering 5 Wounds if it overcomes the character’s Strength. Once a poison reaches Wounds 0 it has no further effect. Any further attacks which increase the level of toxin in the victim’s body increase the Wounds only up to the maximum for that poison. A Wounds 6 quick-acting poison is deadly and rare; snake venom is typically Wounds 4 or Wounds 3.

Slow-acting poison
A slow-acting poison increases in effectiveness from 1 Wound up to its maximum Wounds rating. The usual rate of increase is one point every research turn, although those poisons that rely on repeated doses to take effect increase in effectiveness only when each dose is given. If the current Wounds rating of a slow-acting poison beats the Strength of a character, either because the Wounds rating is higher than the Strength of the character or because the referee beats the difference, then that character is overcome. A slow-acting poison wounds a character only if it overcomes his Strength. Slow-acting poisons that do not require repeated doses decay in potency once they have reached their maximum Wounds rating. The rate of decay is equal to the rate at which they increased in potency. Poisons that rely on repeated doses can be maintained at their maximum level by further doses. Once a slow-acting poison has decayed to Wounds 0 it has no further effect.

Lethal poisons that inflict enough Wounds on a character will kill him. The Wounds inflicted by such a poison can be healed by natural healing, although this is usually too slow to prevent the character from dying. First Aid will be effective if applied, but usually heals too little to counteract the effects of poison. Medicine, with the appropriate antidote, is the only sure cure. The correct antidote immediately and completely neutralizes the poison and allows healing to take place. Poisons that paralyse or make a person sleep do not kill: they achieve their effects with the object of keeping the victim alive. Wounds inflicted by such a poison may be healed through natural healing while the character is paralysed or asleep. First Aid and Medicine are also effective.

Wounds inflicted by dirty weapons, such as swords or spears from primitive civilizations, may be infected. Such Wounds can be treated as slow-acting poisons, building up from Wounds 1 to a maximum of Wounds 3, with an effect time of 6 to 24 hours. The referee may change these values depending on the circumstances.


There are usually 3 metres to each vertical area. such as mud or water. such as jagged rocks or spikes inflicts 4 Wounds. such as Swimming to represent diving into water. so a fall of 3 metres. hard ground. and characters should quite rightly be wary of them. and particularly dangerous ground. the Wounds that would be inflicted by the fall count as the difficulty of avoiding injury. The number of Wounds a character takes from any fall depends on the distance he travels and the ground he lands on. a fall of 10 metres is a fall of four areas. the same fall into water would inflict only 4 Wounds. A fall of 3 areas onto rock would inflict 7 Wounds. is only a fall of one area. The number of areas the character falls is added to this base value to determine the total number of Wounds inflicted. One slip when ascending or descending a cliff face can mean death or severe injury at the least. Distance is measured in terms of vertical areas: the referee decides how many areas represent the distance.DOCTOR WHO — TIME LORD FALLS Vertiginous heights are very much a part of DOCTOR WHO. rock inflicts 3 Wounds. for example. inflicts 2 Wounds. The type of ground that the character falls on decides the base amount of Wounds that are inflicted. 62 . Soft ground. inflicts 1 Wound. If a character attempts to use an appropriate ability to avoid injury. such as packed earth.

If he is overcome. by the removal of air from an airlock — better than usual. with Strength 4 and Iron Constitution 1 has a total ability of 5 to resist suffocation or drowning: he could easily remain without air for four action turns. If he fails to recover he automatically take 3 Wounds.DOCTOR WHO — TIME LORD SUFFOCATION AND DROWNING Whether a character is drowning or suffocating. and would only start trying to beat the difference on the fifth turn. The number of action turns that a character is without completely without air counts as a difficulty against Strength that he must beat to avoid taking damage. however. They must beat the difference at the end of every research turn instead of every action turn. he have a chance to recover at the end of the next turn to resist the further effects of oxygen deprivation. Turlough. for example. a special ability such as Iron Constitution increases his resistance. can resist the effects of suffocation — caused. the effect is much the same: they cannot breathe because their air supply has been cut off. 63 . Any character who fails to beat the difference takes 3 Wounds. Characters put into a hypnotic trance.

DOCTOR WHO — TIME LORD PART FOUR The Cast of Thousands 64 .

wing-collared white shirt. pince-nez. He is undoubtedly an eccentric. Such regenerations. a practice that the Doctor is constantly trying to prove is wrong: he believes interference is sometimes warranted. Cheat Death 2. cream and brown checked trousers and waistcoat. no matter what arguments are raised against him. Time Lords have two hearts. Robotics 1. Electronics 1. Refined Palate 1. TARDIS 1 Determination: 7. as the Doctor says. A Time Lord. arrogant and determined to get his own way. silk handkerchief. swept-back white hair. Stealth 1 Size: 3 Weight: 4 Move: 2. Eloquence 2. Striking Appearance 2 Dressed in a black frock-coat. either. First Aid 2. and the Doctor is as likely to get caught up in events over which he has no control as he is to stumble across Daleks or Cybermen. he knows best 65 . The Doctor is commonly mistaken for ambassadors or badly needed experts. black floppy ribbon tie. The Doctor is currently in his seventh incarnation. his people have a responsible policy of non-interference in the affairs of other species. hawklike face. Bargaining 1. Sensitive Nose 1. is that of regeneration. the Doctor is seldom methodical. Science 2. the Doctor is known as a graduate of the Prydon College of the Academy. Prydonians are considered to be the best students out of the Arcalians. all Time Lords can regenerate their physical form to compensate for massive tissue damage and to avoid impending death. Bureaucracy 1. however. to the dull. self-hypnotism) to save them from truly harmful conditions. Sleight of Hand 1. In this incarnation. As far as the Doctor is concerned. Iron Constitution 2. As masters of time travel. limiting his form to thirteen incarnations and ultimately restricting his apparent immortality. MacGuffin 2. Detective Powers 1. His TARDIS is as temperamental as he is. his skills are likely to be put to use before he has a chance to explain — by which time it is too late to protest. the Doctor is in self-imposed exile from Gallifrey. Cryptanalysis 2. even in his somewhat unreliable TARDIS. and an ability to fall into a self-induced trance (in effect. There is seldom any consistent plan to deal with enemies. Medicine 1. Astrogation 1. and the heliotrope-clad Patrexes. the next he can be accusing his companions of all kinds of treachery. a phenomenal constitution that enables them to withstand environments that would kill a human. and is entitled to wear its scarlet and orange ceremonial robes. are not always easy on the Doctor or his companions because his new personality takes time to stabilize. Blunt Weapons 2. what the Doctor knows in one incarnation does not necessarily transfer to the next one. Even as a crusader of time and space. penetratingly intelligent blue eyes and long. Regenerative Powers 3 Control: 4. to the extent that in his first and second incarnations he has no real control over its destination. the planet of the Time Lords. is that you never know what you are going to get. the Doctor is tetchy and temperamental: one moment he can be warm and friendly. Parts of his memory open and close. although a new incarnation is likely to be unhappy about the changes to his physiognomy. His physical size and appearance change as well. On Gallifrey. Acting 1.DOCTOR WHO — TIME LORD WHO IS THE DOCTOR? An incorrigible meddler in the affairs of other species. Intuition 2. Indomitable Will 1 Awareness: 4. Anyone who is given the role of the Doctor to play should carefully study the abilities and traits of the appropriate incarnation. Fisticuffs 1. can regenerate only twelve times. who wear green. Law 2. Most remarkable of all their abilities. however. along with the names of the companions he has regularly travelled. the first incarnation of the Doctor is distinctive enough before even considering his lined. especially to balk the forces of evil that are at work in the universes of matter and antimatter. Disguise 1. The trouble with regeneration. Like a snake shedding an old skin. Each incarnation of the Doctor has unique traits and abilities. Pseudoscience 1. The Doctor’s weapons are truth and bluff: use them well! THE FIRST DOCTOR Apparent age: late 60s Species: Gallifreyan Equipment: Walking cane. regimented existence of the Time Lords. revealing new talents and obscuring old ones. Running 2 Knowledge: 6. Bench-thumping 1. he always acts for the best of intentions. but a particularly clever one. TARDIS key Strength: 3. These names are provided to tell the players and the referee alike which companions travelled in the TARDIS at the same time so that only suitable ones adventure together. He is vain. however. blue-stoned ring. Each of the seven Doctors is detailed on the following pages. He prefers the freedom of roaming throughout time and space. If he interferes willingly.

Brawling 1. Vicki and Steven. sad. sometimes erroneous judgments on good and evil. making his own. Sleight of Hand 1. Ian. voluminous silk handkerchief. Yet beneath the charm he can be a devious schemer. Regenerative Powers 3 Control: 4. small straggly navy bow-tie with white polka-dots. At the same time. sonic screwdriver. telescope. Cryptanalysis 2. Science 2. which is framed by a mop of tousled black hair. Jamie and Victoria. His moral sense of good and evil is more balanced. Even when things are against him. On his travels the Doctor will talk little of his home planet. 500-year diary. 66 . but somehow they get results. Bench-thumping 3. his strong mind and ability to think quickly make him an inspiring leader who can restore courage to his frightened companions or direct people who are lost in indecision. Stealth 2 Size: 4 Weight: 3 Move: 3. He can become obsessed with small objects that to him are quite important yet seem irrelevant to anyone else. Medicine 1. He regards all of them as largely ignorant of science and short of ideas. THE SECOND DOCTOR Apparent age: early 40s Species: Gallifreyan Equipment: Gaily painted recorder. black and pale pink broad-checked trousers. disarming grin. Virtually all the Doctor’s new acquaintances are mistrusted when they travel in the TARDIS and it takes time for the Doctor to treat them as friends. the Doctor continually thinks of escape plans or ways of outbluffing or outmanoeuvring his opponents. Running 1 Knowledge: 6. The Doctor will clown his way through adversity to put his enemies off guard until he finds their vulnerable points. Cheat Death 2. Suitable groups of companions: Polly and Ben. TARDIS 2. Detective Powers 1. Musicianship (recorder) 1. His memory for names is poor. Transmat 1 Determination: 5. the Doctor can look cheerful. Electronics 2. Polly.DOCTOR WHO — TIME LORD and everyone had better do it his way. Resourceful Pockets 2. For all his seeming intelligence and capabilities. the Doctor appears distinctly ruffled and comical owing to his shapeless clothing: he wears a baggy black frock-coat. who can panic him into hasty. but will quickly assume the credit for any of his companions’ cleverness. To all intents and purposes he is a gentleman time-traveller with a limited ability to control his ship. Steven and Dodo. Piloting 1. ill-considered action. Con 2. Law 2. and scuffed ankle. Marksmanship 1. Polly and Ben. He regards his companions as charges that need protecting and shows great concern should one of them go missing or be threatened. The crusty nature of his first incarnation has gone: the Doctor welcomes the presence of companions aboard the TARDIS and meets the unknown with a cheerful. His charm can equally be turned on powerful leaders to gain their favour. however. Robotics 1. the Doctor becomes an alarmingly aggressive figure: if he loses an argument he becomes ruffled and unsettled. Indomitable Will 2 Awareness: 4. Ben and Jamie. When he displays his bloody-mindedness. TARDIS key Strength: 4. Pseudoscience 3. He is somewhat amoral. It is then that he begins to doubt his abilities or the safety or effectiveness of equipment. Intuition 2. His scientific methods are haphazard. sulky and then bemused in a matter of minutes. First Aid 2. The second Doctor is an accident waiting to happen: he blunders his way through space and time relying on luck and quick thinking to extricate himself and his companions from trouble. wrinkled face. an illusion that is usefully disarming and conceals the Doctor’s true intelligence from potential enemies. While the Doctor thinks he will often toot tunes on his recorder to relax or even dance a jig. A victim of fast changing moods. pale blue short-sleeved shirt. Jamie and Zoe. Temporal Science 2. Barbara and Susan. He often seems to be nothing more than a bumbling idiot. from which he is a runaway. Suitable groups of companions: Ian. He maintains his clear-headedness by abstaining from alcohol. and he will often confuse them: Ian Chesterton often gets called Chesterfield. especially by his less experienced companions. and he will do his utmost to thwart or destroy what he believes is wrong. the Doctor is sometimes just bluff and bluster. Mischievous blue eyes twinkle out of his cheerful. Hypnotism 2. Striking Appearance 2 In his second incarnation. MacGuffin 2.boots. By nature the Doctor loves a puzzle: he is intrigued by things that are out of place. Barbara and Vicki. Yet the Doctor’s clowning and seeming ineffectiveness is not always an act: he is easily flustered. for instance. Iron Constitution 2.

Refined Palate 1. He typically wears an elegantly tailored black velvet jacket. flexible face is lined and wise-looking. Resourceful Pockets 2. Medicine 1. The third Doctor’s dandified image is complemented by an appreciation of fine wine and food: he is undoubtedly a connoisseur. Jo or Sarah. ultrasonic dog whistle. given the opportunity. both causes on which. Regenerative Powers 3 Control: 5. Running 1. MacGuffin 2. Transmat 2 Determination: 6. Stealth 2 Size: 3 Weight: 4 Move: 3.DOCTOR WHO — TIME LORD THE THIRD DOCTOR Apparent age: mid 50s Species: Gallifreyan Equipment: Sonic screwdriver. black bow tie and black cape lined with purple silk. Regenerative Powers 1 Control: 5. Mechanics 1. Captain Yates and Liz. he will preach to companions and opponents alike. Intuition 2. Sleight of Hand 2. Striking Appearance 2 If the second Doctor was a clown. Medicine 1. Suitable companions: The Brigadier. Cheat Death 1. Archery 1. Lockpicking and Safecracking 1. Cryptanalysis 2. he continually tries to overcome the physical limits they have put on the TARDIS and the mental block he has on dematerialization codes. Martial Arts. Driving 1. Driving 2. Archery 1. the Doctor is an exponent of Venusian karate — one of the few beings with two arms that has been able to master this martial art — which he is quite prepared to use in self-defence. Lockpicking and Safecracking 1. Indomitable Will 2 Awareness: 4. Computing 1. Piloting 1. Explosives 1. Sailing 1 Knowledge: 6. Striking Appearance 2 The fourth Doctor is a lively. Astrogation 1. He is often to be found head down at work on some circuit in the TARDIS’s control console or making improvements to his antiquated yellow car Bessie. Dangerous or pollution-creating technology is an immediate target for his scathing criticism and he is quite prepared to interfere to encourage environmentally sound progress. Indomitable Will 2 Awareness: 4. Exiled to Earth by the Time Lords. black trousers. Computing 1. His clothes are decidedly eccentric: a light grey wool coat trimmed with black felt on the collar and cuffs. Leaping 1. Note: If the third Doctor’s knowledge of time travel has been restored. bohemian adventurer with a great passion for his travels in time and space. Iron Constitution 2. Running 1 Knowledge: 6. encouraging them to live together in harmony rather than fighting. matching 67 . Iron Constitution 2. sonic screwdriver. Yet he abhors violence and is always ready to criticize the excessive or unnecessary use of force. Edged Weapons 2. Hypnotism 1. Temporal Science 2. Command 1. Sergeant Benton. He always seeks to negotiate a peace between intelligent species. TARDIS key Strength: 4. First Aid 2. long scarf. Disguise 1. Bench-thumping 2. Very much a man of action. He is always ready to risk himself to save others. The Doctor is an incorrigible tinkerer and a great lover of gadgets and different means of transport. Electronics 2. MacGuffin 2. Pseudoscience 3. Sleight of Hand 2. he should have the abilities TARDIS 2 and Temporal Science 2. Law 1. TARDIS key Strength: 5. Robotics 1. Intuition 2. He is the voice of reason when others prove indecisive or obstructive. then the third Doctor can be described only as a dandy. Fast Reactions 1. Hypnotism 1. Bench-thumping 3. Occult 1. THE FOURTH DOCTOR Apparent age: mid 30s Species: Gallifreyan Equipment: Bag of jelly babies. His humorous. Electronics 2. and he greets the unknown with a ‘How do you do’ rather than a gun. TARDIS 2. TARDIS 1 Determination: 6. Stealth 2. Sensitive Nose 1. Occult 1. Pseudoscience 3. Rules and authority figures irritate the Doctor: he detests the stonewalling of politicians or bureaucrats when action must clearly be taken. a white shirt with ruffled front and cuffs. he has piercing blue eyes and mid-length white hair. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Resourceful Pockets 1. Brawling 1. Science 2. The Doctor is a humanitarian and an environmentalist. Cheat Death 2. First Aid 2. Science 2.

Cryptanalysis 2. His blue eyes and straight fair hair heighten his innocent appearance. Iron Constitution 2. MacGuffin 2. Stealth 1. Sport (cricket) 3. offering help or advice and sometimes even tinkering before anyone can stop him. Witty comments. TARDIS 2. Yet their tendency to wander into danger is sometimes the Doctor’s fault: he has a habit of withholding important information while he tries to work out what is going on. He asks questions of other people at random. Romana 1 and K9. Hypnotism 1. Transmat 1 Determination: 6. THE FIFTH DOCTOR Apparent age: early 30s Species: Gallifreyan Equipment: Sonic screwdriver. And his companions often take the blame for his mistakes. He often goes along with someone’s plan just to buy thinking time: he has a clear sense of right and wrong. Thrown Weapons 2 Size: 3 Weight: 4 Move: 3. Brawling 2. Detective Powers 1. The charm. Electronics 2. puns and offerings of jelly babies are the Doctor’s weapons against a hostile greeting. however. Edged Weapons 2. Odd-looking as he is. however. Nyssa and Tegan. Leela and K9. This incarnation of the Doctor is more of a loner than previous ones: he regards companions as a hazard because they require too much safeguarding. Sleight of Hand 2. Romana 2. He dresses in old-fashioned cricketing clothes: a long fawn coat with red edging. Cheat Death 2.DOCTOR WHO — TIME LORD baggy grey trousers tucked into brown calf-length boots. with a great awareness both of his and his companions’ mortality. He will inveigle himself into hectic situations before the participants even have time to realize there is a stranger among them. Piloting 1. Adric. He acts for the best of motives. anxious character who is plainly worried about the course of events or the real intent of those people he encounters. The Doctor is constantly bubbling with ideas and responds quickly to the stimulus of new information. Bench-thumping 2. Science 2. The ensemble is topped off by a wide-brimmed black felt hat. Indomitable Will 1 Awareness: 5. He can be too protective. Striking Appearance 1. the Doctor is a hugely charismatic figure. his naive approach often endangers their lives. Regenerative Powers 2 Control: 4. Such nervous energy translates into a sense of urgency when the Doctor finally acts. His seeming innocence makes the Doctor a disarming person to meet: he uses boyish charm and a friendly smile to win the confidence of others. however. leaving behind or sometimes losing vital pieces of equipment. First Aid 2. Computing 1. the Doctor never seems completely to succeed: his solutions to problems are somehow incomplete and can have tragic consequences. Marksmanship 2. Like his previous incarnation. His companions may even find his actions morally unacceptable: despite his abhorrence of unnecessary killing. Although he never intentionally neglects the safety of his companions. Running 1 Knowledge: 6. a cream and brown waistcoat. He has a wild-looking face. open-necked shirt and a long scarf that has to be looped round his neck many times to keep it out of the way of his feet. cream cricketing pullover and sports shirt also trimmed in red. he dislikes those in authority. yet is not out of place: this incarnation of the Doctor is far more vulnerable than previous or successive ones. can conceal a nervous. Con 1. Suitable groups of companions: Sarah and Harry. cream and red striped trousers and white cricket boots. Reckless in action. He adopts this approach even in adversity: any captor is likely to be subjected to a stream of seemingly inane observations or witticisms while the Doctor plans his escape. is erratic: the Doctor is temperamental and prepared to be bluntly rude to anyone who interferes with his work. in his attempts to buy time while he thinks through a problem. The Doctor’s carefree approach to his adventures often lands him in trouble from which he sometimes struggles to extricate himself. K9 and Adric. His genius. Pseudoscience 3. Medicine 1. he is angry if anyone ever disobeys such an order. often with no apparent connection. however. The Doctor will risk his own life to save his friends if they are in trouble and comfort them if they are afraid or upset: he often has to reassure Tegan with the 68 . TARDIS key Strength: 4. Resourceful Pockets 1. and does not mean to upset his companions. stick of celery on left coat lapel. able to make friends easily with a winning smile and a touch of humour. He tends to be absent-minded. Tracking 1 The youthful appearance of the fifth Doctor belies his great age and experience. blue eyes and a mass of unruly curly brown hair. A panama hat with a red hat band is usually kept folded in a coat pocket. Driving 1. the Doctor is not afraid to shoot an enemy if he believes it is the best and only solution. even ordering companions to stay on board the TARDIS. Command 1. cricket ball. Mountaineering 1. Temporal Science 2.

Striking Appearance 2 The garish. Stealth 2 Size: 4 Weight: 3 Move: 3. vital information and plots that he must follow up to win the game of chess against evil played on the board of the uni- 69 . Fond of his own cleverness. in which case he sulks. Electronics 2. His actions. Cryptanalysis 1. TARDIS key Strength: 5. The Doctor is quite pleased with his ability to do the unexpected. Swimming 1 Knowledge: 7. Indomitable Will 1 Awareness: 4. Leaping 2. the Doctor can be unintentionally rude in pointing out the mistakes or stupidity of others. He is a supreme egotist: he loves the sound of his loud. Medicine 2. Temporal Science 2 Determination: 6. A blue ribbon-like cravat with white polka-dots is worn round the collar of a white shirt and he wears a cat badge on his left lapel. Suitable companions: Peri or Mel. Detective Powers 1. Resourceful Pockets 2. Intuition 2. teddy bear. he also wears a check waistcoat. Unsurprisingly. Nyssa. TARDIS 2. becoming smug. Bureaucracy 1. The Doctor will interrupt an opponent with childish outbursts and rude remarks. Computing 1. abrasive personality. Cheat Death 2. Iron Constitution 2. The Doctor likes to sing while he works. THE SIXTH DOCTOR Apparent age: late 30s Species: Gallifreyan Equipment: Golf umbrella. Stealth 1 Size: 3 Weight: 4 Move: 3. Regenerative Powers 3 Control: 4. Keen Sight 1. Marksmanship 2. Science 2. His temperament is somewhat erratic and changes quickly and violently. Sleight of Hand 2. He is prone to pontification. First Aid 2. Animal Handling 1. the Doctor has a brash. Bench-thumping 1. making him look like a timetravelling jester. His red and green particoloured coat is trimmed with both pink and tartan cloth. Bench-thumping 2. his comical appearance disguises an in-depth knowledge of the nature of the universe. Words are not the Doctor’s only weapon. TARDIS 2. Brawling 1. Cheat Death 2. Musicianship (keyboards) 1. Computing 1. resounding voice and has incredible confidence in his own abilities. Medicine 2. he is quite prepared to shoot if needs be. MacGuffin 1. Con 1. Indomitable Will 2 Awareness: 4. He is quite able to act quickly and ruthlessly to overcome an attacker. Con 2. Temporal Science 2 Determination: 7. however. Running 1 Knowledge: 6.DOCTOR WHO — TIME LORD words ‘Brave heart. Hypnotism 1. Pseudoscience 2. Intuition 2. First Aid 1. Pseudoscience 3. Electronics 1. and although he shares his predecessors’ dislike of killing. Cryptanalysis 2. brightly coloured clothes that the sixth incarnation of the Doctor wears reveal much about his personality. Running 1. and cannot keep quiet while the other person has his say. Tegan. Escapology 1. Juggling 1. Resourceful Pockets 1. his favourite song is On With The Motley. Lockpicking and Safecracking 1. Such changing moods make him appear unstable to his companions. but to him it is a sign only of genius. Hypnotism 1. Tegan and Turlough. Brawling 1. Nyssa and Tegan. MacGuffin 2. voluminous handkerchief. and unnecessarily elaborate. He can be unbearable if he is correct. The Doctor is undoubtedly a great warrior of words: debates and arguments excite him and he is a great orator. Science 2. Disguise 2. yellow and black striped trousers and orange spats over green shoes. Striking Appearance 1 Although the seventh Doctor looks like a music hall entertainer. THE SEVENTH DOCTOR Apparent age: early 40s Species: Gallifreyan Equipment: Umbrella.’ Suitable groups of companions: Adric. His theatrical temperament permits only him to be the centre of attention. Iron Constitution 2. It is as if this incarnation has lost areas of memory restored to him. Driving 1. TARDIS key Strength: 4. are often showy. Turlough and Peri. or if he is wrong. however. Regenerative Powers 3 Control: 5. Sleight of Hand 2.

a trait that seemingly betrays their trust in him. red and cream paisley silk tie. and a black umbrella with a handle in the form of a large red question mark complete his outfit. educating his proteges and increasing their awareness of the nature of the universe. decorated with red question marks. He hates authority and if his insistence on action fails to bring results. The Doctor bluffs his way into the friendship and trust of others in order to determine what is going on. or they just would not understand. brown check trousers and a white shirt.DOCTOR WHO — TIME LORD verse. he becomes abrupt and abrasive. dark brown jacket. the Doctor seldom reveals much of his plans to his friends and allies: either there is too much at stake that he forgets to tell them. Indeed. His short scarf and the large handkerchief that dangles precariously out of one jacket pocket are made of the same silk. curly black hair. a straw hat with a narrow upturned brim. The Doctor wears a long. A woollen pullover in the same colours. His comical. He uses his companions as tools against his foes. He is a great schemer whose plans are woven in time and space. although he usually has a back-up scheme. In spite of his foresight and planning. 70 . the Doctor tends to underestimate his opponents. an approach that is helped by his likeable and easygoing nature and an ability to adapt quickly to local customs. Suitable companions: Mel or Ace. round face has a forehead that is furrowed by the wrinkles of cosmic worry. he has blue eyes and short. he seems to take on the role of teacher. He needs his companions partly to share his burden. Yet he would never intentionally harm his friends and acts for their best interests. Mysterious by nature. around the collar of which is a green.

To play a companion well. Companions are usually just ordinary people with few remarkable talents. Driving 1. it should be remembered that these characters are fallible: they are not hero figures. rather than those who travel only briefly in the TARDIS. aluminium baseball bat Strength: 3. west London. If her trust is betrayed. 71 . is a challenge and can prove more rewarding than playing the multitalented Doctor. it is partly his concern for their safety that makes him reluctant to accept them on board. Ace’s scientific interests lie largely in the manufacture of explosives. the Trojan slave Katarina from The Myth Makers and Ray from Delta and the Bannermen are not included: they are secondary characters who have helped the Doctor but not gone on to travel with him on other adventures. black leggings and greasy Dr Marten shoes. and detests her real name of Dorothy and her mother. Cheat Death 2 Control: 4. Ace is petulant and aggressive largely because she is leaving childhood behind and becoming a woman. Late 1980s street fashion is the best description of Ace’s attire. Ace is no fool. Swimming 1 Knowledge: 4. ACE (DOROTHY) Apparent age: late teens Species: Human. Although he may appear abrupt and unfriendly to newcomers in the TARDIS’s crew. Marksmanship 2. Mountaineering 1. Computing 1. Science 1 Determination: 3. pleasant face look hard. a short black pleated skirt. called nitronine. acting as further sets of ears and eyes to gather information that he needs. Explosives 2. Running 1. self-destructive and prone to sulking if no one pays her attention. and it takes careful and reasoned persuasion to restore her faith. Resourceful Pockets (pack) 2. The Doctor provides a steadying influence and. Leaping 1. Brawling 1. He quickly becomes fond of his new friends and is sad to see them leave when they choose to go their own way. although at times she is naive. and even ensuring that his enemies are thwarted should he be knocked out or captured. a black satin padded jacket that is covered in badges and patches. When playing these roles. Ace is a delinquent. however. She relishes seeing or playing with machines. which is frequently used to devastating effect. Put simply. Audrey. Independent Spirit 2 Awareness: 3. It is a severe hairstyle that makes her squarish. There is scope.DOCTOR WHO — TIME LORD COMPANIONS If there is one thing that is clear about the Doctor it is that he needs companionship on his travels. ghetto blaster. The friends and companions of the Doctor listed here are those who have adventured with or known him for longer than one adventure — people who can truly be considered companions. Yet they provide vital support for the Doctor. however. Command 1. Mechanics 1. Anything that Ace fails to understand or that frightens her is usually a subject for destruction. Characters such as Sara Kingdom in The Dalek Master Plan. Striking Appearance 1 Ace is a dangerous. She has formulated her own. She has long. making the most of sometimes limited knowledge and abilities. Blunt Weapons 1. Thrown Weapons 1 Size: 4 Weight: 3 Move: 3. Earth Equipment: Large backpack. more importantly. destructive weaponry or the unknown. she typically reacts by running away. On the whole she is unruly. for such characters to take part in TIME LORD adventures if the referee believes they are necessary — especially if there are too many players to take on the roles of standard companions. straight mousy hair which is frequently scraped up and back and knotted into a plait. unpredictable teenage girl whose experiments with explosives blew her out of 20th century Earth through a time vortex into the far future. On the Doctor’s request she ‘never’ carries it: one or two canisters. Ace’s eyes are hazel. Con 2. is a person that Ace trusts. She hates her 20th century home life in Perivale. a trait that often imperils herself or the Doctor. Keen Sight 1. She typically wears a garishly coloured T-shirt. can usually be produced from her resourceful backpack.

she is easily scared by the unknown and can behave irrationally. and he tends to dismiss the opinions of more experienced people. Barbara typically dresses formally in a matching jacket and knee-length skirt with either a blouse or polo-neck top. He is a native of Exo-space — the negative side of the universe — and a descendant of the rapidly evolving marshmen of the mist planet Alzarius. Running 1 Knowledge: 4. appreciate how useful the young scholar’s skills are to their plans. Cheat Death 2 Control: 4. she can become distressed if he is not there to comfort her. and Adric can find himself manipulated into working against the Doctor. Stealth 1. Strong Passion (Ian Chesterton) 2 Awareness: 3. 72 . Running 1 Knowledge: 5. baggy trousers complete his attire. blue. His intelligence and scientific approach to life make him vulnerable to the utopian concepts of other people or races. a snub nose and brown eyes. neck-length straight hair.DOCTOR WHO — TIME LORD ADRIC Apparent age: mid teens Species: Alzarian Equipment: None Strength: 3. Acute Hearing 1. Acute Hearing 1. First Aid 1. She is on the verge of becoming the liberated woman that Earth society in the 1960s brought forward. Like Ian Chesterton. she enjoys dressing up in period clothing. Thrown Weapons 1 Size: 4 Weight: 3 Move: 3. Intuition 1. Striking Appearance 2 Barbara is an attractive and intelligent history teacher who worked at Coal Hill School in London. or at least believes is the right one in the circumstances. however. BARBARA WRIGHT Apparent age: late 20s Species: Human. She has brown. Adric’s fault is that he can take commands or suggestions too literally. the enemies of the Doctor. She will support and comfort other women who are scared or upset and restrain her own fears while doing so. Blunt Weapons 2 Size: 3 Weight: 3 Move: 3. Usually. bouffant. Round-faced Adric has black. She is likely to become emotional when trapped or imprisoned and at times such as this she turns for support to her colleague and close friend Ian Chesterton. good-humoured boy who is concerned about the well-being of his fellow companions in the TARDIS. straight hair which comes down to her neck. Adric is eager to be accepted by other people because he has no family and no reason to return to his home planet of Alzarius. although she tends more to appreciate its fineness or the quality of jewellery. And she will become assertive if she has to champion a cause she believes in. she does have inner strength which can manifest itself in situations where she might ordinarily be expected to break. he is a cheerful. Keen Sight 1. Keen Sight 1 Adric is a young Alzarian scholar who is brilliant at mathematics — a subject for which he has a strong passion. Screaming 1. however. He wears a yellow jerkin with beige sleeves: on the left breast is a red pocket to which is attached a goldedged. obeying them with studious accuracy. Quick Recovery 3 Control: 4. Despite her ability to reason sensibly. Independent Spirit 2 Awareness: 2. Earth Equipment: None Strength: 3. History 2 Determination: 3. He is happiest working out complicated problems for pleasure and can become so involved in a calculation that he fails to notice his companions want to talk to him or have left him alone. Although Barbara is a vulnerable character. Science 1 Determination: 3. In turn. star-shaped badge for mathematical excellence. even to the extent of betraying his friends. oval face and green eyes. He looks about 16 years old. Beige. such as the Master. His confidence in his own genius makes him arrogant and pugnacious. a sharp. Mathematics 3.

well-intentioned and honest sergeant of United Nations Intelligence Taskforce and is assigned to Brigadier Lethbridge Stewart’s immediate staff. Intuition 1 Ben is an arrogant. sandy hair and hazel eyes. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Brawling 1. Stealth 1. making it a very English relationship. impertinent Cockney sailor who met the Doctor in 1966 while on a shore posting: his ship had just sailed to the West Indies for six months. He habitually drops his aitches in speech and uses Cockney rhyming slang. the Doctor finds this difficult to understand. 73 . Piloting 1. As a UNIT sergeant. First Aid 2. silencer. Bureaucracy 1. however. but neither person seems to realize the truth. Benton will jump his captor. Explosives 1. Marksmanship 3. Although he often accepts these tasks stoically. Marksmanship 1. Wilderness Law 1 Determination: 4 Awareness: 3. Quick Recovery 1 Control: 4. Ben has fair. Cheat Death 1. BEN JACKSON Apparent age: mid 20s Species: Human. Sailing 1. is very different. Ben quickly adopted fashionable civvies for his adventures with the Doctor. Earth Equipment: Automatic pistol (Wounds 5. She is in love with Ian. Ben does not seem to be able to accept the change from a serious old man to what he regards as a clown. Precision 1. Benton often ends up obtaining equipment for the Doctor’s experiments and devices or running mundane errands for Captain Yates or the Brigadier. Con 2. Tracking 2 Benton is a charismatic. often calling her Duchess. Running 1 Knowledge: 4. Earth Equipment: Penknife Strength: 4. Cheat Death 1. Driving 1. SERGEANT BENTON Apparent age: early 30s Species: Human. Range 4). Fast Reactions 1. Brawling 2. He regards the Doctor very much as the captain of the TARDIS and treats him with respect. Ben gets on well with Polly. Ben’s experience as an able seaman in the Merchant Navy makes him tough and resourceful. walkie-talkie Strength: 5. Benton’s trust in the Doctor even extends to allowing the Time Lord to escape from his custody. And if he cannot win by direct argument he will try to think of another way of achieving an objective. He is a dependable character with a strong liking for the Doctor and his travelling companions.DOCTOR WHO — TIME LORD The Doctor often infuriates Barbara. Threatening Benton with a gun is a dangerous pursuit: if an opportunity arises. Quick Recovery 1 Control: 4. He is a capable tactical leader and an accurate shot: only the invulnerability of aliens to gunfire make his assignments impossible. he would rather be part of the action. Lockpicking and Safecracking 1. Engineering 1. Barbara’s reactions and decisions will be strongly coloured if Ian is affected by them. First Aid 2. Ben will probably do it with little argument. Swimming 1 Knowledge: 4. with whom he sympathizes when the Doctor demonstrates the impossible side of his nature. He wears either a striped shirt or polo-neck and V-neck pullovers with slacks. Stealth 1 Size: 4 Weight: 3 Move: 3. although she tends to restrain her feelings: it is Ian who often speaks for both of them. Mechanics 2. His attitude towards the second Doctor. He is quite able to hold his own in a fight and equally can tackle problems that require practical knowledge or where available resources are scanty. He will argue a point forcefully and insistently even if his efforts are to no avail. Initially wearing his blue sailor’s uniform with bell-bottoms and cap emblazoned HMS Teazer. so if someone in a uniform tells him to do something. Ben is used to taking orders. as a result he is more argumentative. Running 1. Navigation 1 Determination: 4 Awareness: 3.

The Brigadier favours using an old-fashioned Webley pistol as his sidearm. The Brigadier becomes snappy and abrupt with men who fail to accomplish their tasks. He is courageous but not foolish. walkie-talkie. an independent. good-humoured nature means he gets on well with the troops and low-ranking officers alike. Lethbridge Stewart is a classic example of the officer who leads his men from the front and who would not ask them to do anything he would not do. Cheat Death 2. a neatly trimmed black moustache and hazel eyes. short black hair. He will often come up with another. Fast Reactions 1. he is usually accompanied by a driver or pilot. sand-coloured UNIT beret. Indomitable Will 1 Awareness: 4. swagger stick. worldwide intelligence group that monitors and investigates alien threats. Lethbridge Stewart has a handsome. Wilderness Lore 1 Determination: 4. Marksmanship 2. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. down-to-earth nature means that he understands little of the Doctor’s scientific mumbo-jumbo. Piloting 1. Benton is ‘one of the blokes’ at heart and is sometimes distracted by the desires of his stomach for food! His likeable. As an officer. Technically he reports direct to UNIT’s main base in Geneva. The Brigadier is slightly chauvinistic and will not allow the Doctor’s young female companions to put themselves in danger. plausible reason even if it is wrong and the alien landscape in front of him does turn out to be somewhere other than Cromer. the Brigadier is still sceptical about the Doctor and space-time travel. binoculars Strength: 4. complete with a light. Driving 1. Brawling 1. Explosives 1. Command 2. In spite of regular confrontations with the unbelievable. Bureaucracy 1. he rarely drives himself anywhere. blue eyes and mid-brown short hair. angular face. He dresses in either a khaki uniform or combat fatigues. Solidly built Benton has a squarish face. 74 . It has taken only a few adventures with the Doctor to make Benton believe almost anything is possible: although Benton might not understand the Doctor’s scientific explanations. Quick Recovery 1 Control: 5. The Brigadier resents and dislikes higher authorities obstructing his investigations and is not afraid to say so or to take action against them. His practical. THE BRIGADIER Apparent age: late 30s Species: Human. If it is inexplicable and alien. he is prepared to accept what the Doctor says is true. the Doctor is the man that the Brigadier wants on the job regardless of what government officials say. Striking Appearance 2 Brigadier Alastair Gordon Lethbridge Stewart is head of the UK section of the United Nations Intelligence Taskforce. First Aid 1.DOCTOR WHO — TIME LORD Benton suffers from poor luck — people or objects he is suppose to be watching often disappear or go missing — which is sometimes mistaken for incompetence. Earth Equipment: Revolver (Wounds 5. He variously wears full officer’s uniform or combat fatigues depending on the nature of his assignment. Running 1 Knowledge: 4. sensible plans of action but is overfond of using military force to beat off aliens even if they appear to be bullet-resistant. The Brigadier is an exceptionally competent army officer with an ability to adapt quickly and make the most of the resources available to him. He devises clear. Range 4). but he often finds himself subject to the rules of the nationalistic British government which does not appreciate his global priorities. although he greatly realizes the Time Lord’s usefulness.

Medicine 2. however. Blue eyes twinkle out of Harry’s squarish face. which is framed by short. neatly cut black hair. Cheat Death 1 Control: 3. Dodo has a roundish. He typically wears naval club attire: a navy blazer. 75 . The outfit was topped off with a floppy red peaked cap. Driving 1. First Aid 2. ill-considered actions of Steven Taylor and often prevents him from doing something foolish. yet will defiantly face adverse situations with a British determination to play things by the rules right until the end. Her youthful impulsiveness and independent spirit are quite likely to send her off on completely different directions from those of her companions. A duffel-coat seems to be all he needs to survive the harshness of cold climates. Marksmanship 1. even if there is a common aim. Thrown Weapons 2 Size: 3 Weight: 4 Move: 3.DOCTOR WHO — TIME LORD DODO (DOROTHEA) CHAPLET Apparent age: late teens Species: Human. who has described him as a clumsy. grey trousers and black shoes. Confronted with the unknown. in Harry’s eyes. Despite her startling adventures. Dodo maintains her child-like qualities. Earth Equipment: None Strength: 3. Disguise 2. especially to the Doctor when it is time to be serious. smiling face. make him seem over-protective: it certainly irritates Sarah-Jane who is fed up being called ‘old girl’ or ‘old thing’. He appears disarmingly friendly. Musicianship (piano) 1. Harry is a lieutenant in the Royal Navy. She frolics through time and space with complete faith that the Doctor knows what he is doing and can get his companions out of trouble. hazel eyes and short. pale blue shirt and naval tie. all Harry is likely to comment is: ‘I say!’ Unintentionally chauvinistic. Cheat Death 1 Control: 4 Size: 4 Weight: 3 Move: 3. Escapology 1. Failure. Women. Harry always tries to do what is best for his friends. ham-fisted idiot. Screaming 2. She has a distinctive. She makes extensive use of the TARDIS’s wardrobe. Her almost ceaseless optimism can be irritating. Earth Equipment: Emergency medical kit Strength: 5. Brawling 2. Running 1 Knowledge: 4 Determination: 3 Awareness: 3. fragile objects. Running 1 Knowledge: 4. are precious. Striking Appearance 1 Well-intentioned Harry Sullivan frequently makes life awkward for the Doctor. thick black ring and a short black skirt decorated with many bright red rings that she wore in the Celestial Toymaker’s realm. low-cut bright red top with a central. curly brown hair. Yet she acts as a welcome check on the hasty. Perhaps Dodo’s most striking choice of clothes is the sleeveless. HARRY SULLIVAN Apparent age: early 30s Species: Human. Striking Appearance 2 Cheerful 1960s London schoolgirl Dodo treats adventuring with the Doctor as one big game. Science 1 Determination: 4 Awareness: 2. where he is a medical doctor. He has a frank and hearty manner which translates into a boyish enthusiasm for supposedly glamorous duties such as spying. His good-natured and caring approach can. Her naivety means she is easily duped: it would take only a pretence of being injured for an enemy to convince Dodo to drop her guard. Harry acts the gallant when women are around and is reluctant to let them do anything remotely dangerous. rough London accent which makes her laugh seem rather throaty at times. but somehow it has a habit of going wrong. Dodo typically wears sensible flat black shoes. does not seem to deter him: his strength is that he will keep trying until he succeeds. however. She is easily scared by the unknown.

who cannot always work out what the Doctor intends to do. He usually wears a neat suit with shirt and tie. Edged Weapons 2. Earth Equipment: Dirk (Wounds 4) Strength: 5. Resourceful Pockets 1. Ian has adjusted well to time travel and finds the exploration of new worlds is stimulating. Cheat Death 1 Control: 3. likeable face. however. He is fond of the Doctor. These qualities and his bravery do justice to his title of Sir Ian of Jaffa. Such dressing up brings out the dandyish side of his nature: he will often ask female companions what they think about his outfit. he rarely loses sight of his logic in an argument. particularly Barbara. He is more a fighter than a thinker. The Doctor’s actions sometimes puzzle Jamie. Science 1 Determination: 4. Blunt Weapons 1. He acts nobly and defensively to help his friends and travelling companions. JAMIE MCCRIMMON Apparent age: late teens Species: Human. Jamie is a brawny youth with brown hair and blue eyes. awarded to him by King Richard I of England at the time of the Crusades. Despite coming from a culture which uses muskets and flintlock pistols. Unusually for one of the Doctor’s companions. When he does understand what is happening it is quite likely that he will unintentionally blurt out part of the plan before realizing that it was meant to be a secret. Strong Passion (Barbara Wright) 2 Awareness: 3. Although Ian is hot-tempered. his tunic if often supplemented or replaced by clothes from the TARDIS’s wardrobe. Outwardly an observer might notice only that they were good friends. Jamie has no difficulty understanding how to use weapons such as blasters. Earth Equipment: Minor useful items typically found in an Englishman’s jacket pockets Strength: 5. Mountaineering 2 Size: 4 Weight: 4 Move: 3. The Doctor effectively inhibits Ian’s resourceful and inventive nature and arguments are often only prevented by the intervention of fellow companions. His meeting with people from other worlds and times reveal that he has a ready wit. but the Time Lord’s superior attitude and constant testing irritate him and can lead to arguments and a very strained atmosphere. Cheat Death 1 Control: 4. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Edged Weapons 2. although their relationship has developed only during their travels with the Doctor. Running 1 Knowledge: 3 Determination: 4 Awareness: 3. his quick-thinking is a constant help when negotiating with other people. Brawling 2. Acute Hearing 1. 76 . The young highlander is tough. Running 1 Knowledge: 4. He is close to fellow schoolteacher Barbara Wright. neatly cut brown hair. Musicianship (bagpipes) 1 The Doctor rescued Jamie from the aftermath of the battle of Culloden in 1746. hardy and full of fighting spirit. although his upbringing means he is superstitious and largely ignorant of technology. Jamie is brave and sometimes has to be restrained from rash actions that would endanger his life. He wears a kilt and sometimes a plaid. Ian has a handsome. Jamie carries a weapon. Ian. Brawling 2. a dirk which is usually stuck in the top of one of his long socks. green eyes and short. but he has a shrewd mind which is quite capable of tackling practical problems.DOCTOR WHO — TIME LORD IAN CHESTERTON Apparent age: early 30s Species: Human. is quietly heroic: he might only boast of his exploits after an adventure has ended. Striking Appearance 1 Ian is a forthright teacher who frequently questions the motives and actions of the Doctor. Marksmanship 2. but is ready to adapt to his environment and wear period clothes. Driving 1.

is a sweetie. Always logical and precise. Tracking 2 Professor Marius of the Bi-Al Foundation designed and built K9 to be. She wears fashionable clothes from the early 1970s: brightly coloured. attractive Jo is a fully trained UNIT agent. Con 2. battery powered and capable of independent action and thought. Electronics 1. Regenerative Powers (circuits only) 3 Control: 3. especially if forced extensively to use his blaster. rounded collars. UNIT’s headquarters is considerably brightened by Jo’s presence. baggy paisley or flower-patterned blouses with large. confined to one word questions such as ‘Master?’ or ‘Mistress?’ or brief replies such as ‘Mission accomplished’. His responses are short. Radiation 1) with a weak point (neck. even though he may not be able to explain it simply. He has been programmed with everything his inventor knows and can rapidly assimilate new information. Highly sensitive scanning systems allow K9 to report on the presence of approaching people or creatures. K9 has an inquiring mind. Cryptanalysis 1. Special Immunity. Keen Sight 2. Jo also tends to wear chokers.DOCTOR WHO — TIME LORD JO (JOSEPHINE) GRANT Apparent age: mid 20s Species: Human. Lockpicking and Safecracking 2. The Doctor also cannot resist tinkering to repair or improve parts of 77 . Stealth 2 Size: 4 Weight: 3 Move: 3. she wears one or more rings on each of her fingers — a gaudy selection of chunky jewellery. Jo has a lovable. For a robot. Armour 2). blue-grey eyes and a cheerful. Precision 3. Medicine 1. and is eager to show that she can be of use when one of her specialities is needed. an extendible probe in the centre of his forehead allows K9 to make contact with machines and other computers — including the TARDIS’s — to exchange information. She is slightly scatterbrained and decidedly accident prone. Computing 2. First Aid 1 Determination: 2. K9 can be infuriating to work with as he will orally correct the errors of his master or mistress. in effect. K9 Apparent age: N/A Species: Robot dog Equipment: Reflective armour casing (Armour 6. K9 can reliably store and recall data using his computer circuits. quite simply. Striking Appearance 2 Poor Jo always tries to help the Doctor. pleasantly attractive face. chunky rings Strength: 3. Jo has mid-length to long straight fair hair. Escapology 2. she is quite competent in some areas. appealing nature that often enables her to get people to co-operate with her rather than being obstructive. Running 1 Knowledge: 4. Serendipity 3. but her irrational or clumsy actions often have a habit of working out for the best. Acute Hearing 1. his portable computer and doglike companion. Independent Spirit 2 Awareness: 3. Although her placement is because of family influence. K9 is mobile. but invariably hinders him or disrupts his experiments. Cryptanalysis 1. TARDIS 1 Determination: 6 Awareness: 4. Mathematics 2. Jo. Stealth 1 Size: 5 Weight: 2 Move: 2 Knowledge: 6. Science 1. and delivered in a rising electronic voice. Size 7. miniskirts or crisply pressed flares and clumpy platform-soled boots. however. She is ideal for wheedling supplies out of hardened quartermasters and the like. Martial Arts 1. The accuracy of his English can be quite humorous. ‘Affirmative’ or ‘Negative’. It is sometimes hard for some observers to believe that petite. Wounds 3 on stun) Strength: 3. The greatest weakness of K9 is his reliance on battery power: he needs recharging from time to time. including their numbers and probable intent. Acute Hearing 4. Explosives 1. He communicates with his master by speech. Cheat Death 2 Control: 3. Earth Equipment: Lockpicks and skeleton keys. counterpointing the sometimes vague requests or statements of the Doctor. often with the best of intentions. Most noticeably. blaster (Wounds 7 on kill. Driving 1. Marksmanship 3.

physics and a number of other subjects. Medicine 2. tancoloured hunting leathers and knee-length leather boots. Independent Spirit 1 Awareness: 4. His visual circuits are protected by a red panel running across his forehead. Her speciality. has long brown hair. Tracking 2 Leela is a savage warrior of the Sevateem. Striking Appearance 2. doglike head is attacked to his body by a flexible. Linguistics 2. Thrown Weapons 2 Size: 3 Weight: 4 Move: 4. A push-button control panel is located in the centre of his flat back. She always carries a hunting knife and often uses a poisonous janis thorn to paralyse and kill her enemies. around which hangs a tartan dog collar. tough leather body armour (Armour 3). is meteorites. tanned skin and typically wears hard-wearing. The Doctor can summon K9 by blowing on a sonic whistle to which K9’s audio-circuits are programmed to respond. Acute Hearing 1. Originally called in by UNIT during the first Nestene invasion. Wilderness Lore 3 Determination: 5 Awareness: 3. and she often takes independent and sometimes rash action against the advice of the Doctor. when they are questioned by someone. She undertook research at Cambridge University and has degrees in medicine. Leela has a strongly developed sense of intuition that allows her to sense danger and evil. a tribe of regressive Earth colonists who worship remaining items of high technology as relics. Electronics 2. she also boldly states whether something is within her capabilities. She is quick to suggest killing an opponent as a way to get rid of him. Stealth 2. Leela asks direct questions of the Doctor and other people. One result of her direct nature is that she takes people literally and confuses the meaning of unfamiliar colloquialisms and sayings. K9’s flat-sided. This primitive background means she is superstitious. about 50cm tall. Science 2 Determination: 4. LEELA Apparent age: mid 20s Species: Regressive Human Equipment: Hunting knife (Wounds 4). Running 1 Knowledge: 2. Archery 1. Intuition 2. Disguise 1. although her adventures with the Doctor mean she is slowly believing less in magic and more in science. Acute Hearing 2. Leela appears to be in her mid 20s. 80cm long at the base and built out of a grey metallo-plastic. leaving him out of action and in bits in the TARDIS. and believes it is right to celebrate the death of an enemy. Running 1 Knowledge: 5. K9 is ingot-shaped. Detective Powers 1. however. Keen Sight 2. Edged Weapons 2. Janis thorn (fast-acting poison 5) Strength: 5. ribbed link. Striking Appearance 2 Liz Shaw is an attractive. she stayed on as the Doctor’s assistant. Driving 1. Poisons 2. but a blinding explosion in The Horror of Fang Rock turned them blue.DOCTOR WHO — TIME LORD K9. Her warrior training has made her ruthless and fearless. She will often unintentionally contradict the Doctor. Cheat Death 2 Control: 4. answering at the same time. LIZ SHAW Apparent age: late 20s Species: Human. K9 can issue printed reports using the hard copy output located in his mouth. clever scientist who frequently proves she is more than a pretty face. She initially had brown eyes. Her movements are catlike and betray her fierce background. Iron Constitution 2 Control: 5. Two curved antennas on his head act as tracking and audio sensors. 78 . Cryptanalysis 1. First Aid 1. Earth Equipment: None Strength: 3. Computing 2. Stealth 1 Size: 4 Weight: 3 Move: 3. A raised cowling on his snout conceals a blaster that has to be extended for use. his tail is a radio aerial.

Cheat Death 2 Control: 4. Detective Powers 2. Running 1 Knowledge: 4. She has subjected the Doctor to a fitness programme. Because she is strong-minded. floppy-brimmed hat. Her brilliance is sometimes overshadowed by the Doctor’s own genius. When she is excited. Stealth 1 Size: 4 Weight: 3 Move: 3. Mel has a thin face and dark green eyes. As a fitness fanatic. Screaming 2 Mel is a tireless reformer of people. First Aid 1. which accounts for her belief that there is good in all things no matter how evil they 79 . she and the Doctor make a formidable research team. Science 1 Determination: 4 Awareness: 3. Earth Equipment: None Strength: 3. She is truthful. she can seem squeaky-voiced and anxious. In spite of her nervous nature. Running 1 Knowledge: 5. Command 2 Awareness: 3. Her other great quality. TARDIS 1. Medicine 2. honest and very trusting. but Liz also has a tendency to wear outrageously fashionable clothes. Astrogation 1. she often has to compensate for the Doctor’s sulkiness by explaining events to people or pacifying them. Liz becomes quite serious and intense when she has a scientific problem to unravel. Cheat Death 2 Control: 5. It is easy to tell when she is genuinely frightened: loud screams usually result when Mel is confronted by alien monsters or terrifying situations. the one making up for the shortcomings of the other. Cybernetics 2. Screaming 1. tried to change the ways of an incorrigible space pirate and attempted to imbue an indecisive coward with bravery. She is imbued with the peace-loving and noble nature of her father. Marksmanship 2 Size: 4 Weight: 3 Move: 3. Her favourite colours appear to be pink. Gymnastics 1. educational experience. She is quite bright and inventive. Computing 2. NYSSA Apparent age: early 20s Species: Human. and a white. voluminous short coat for outside wear. a black.DOCTOR WHO — TIME LORD Together. as the Doctor says. qualities that suit her computing work in 20th century England. Electronics 2. Temporal Science 1 Determination: 4. MEL (MELANIE) Apparent age: early 20s Species: Human. making it sometimes difficult to tell whether she is happy or scared. Electronics 1. curly red hair makes her distinctive and easy to spot in a crowd. Dancing 1. she seldom takes orders: she usually has to be convinced of the necessity of doing something before taking action. is that she has a memory like an elephant’s: she does not forget information or details. Eloquence 2. She is quick-witted and will make the most of any opportunity presented to her. and a mid-blue top with white polka-dots and pleated tails. Computing 1. A matching bow in her hair completes her outfit. Con 1. She typically wears white sacks with navy polka-dots. Whether she succeeds or fails is largely immaterial: it will not stop her trying to compensate for the faults of others. When she is calm. Science 2. Law 2. Eloquence 1. Pseudoscience 1. Bureaucracy 2. Striking Appearance 2 Nyssa is the quiet but clever daughter of Consul Tremas of Traken. Fair hair. green-brown eyes and sharp-featured face would make anyone stand out in the scientific community. Acute Hearing 1. Mel always seems to be bounding with energy. Mel is quite adventurous at heart and regards her travels in the TARDIS as an exciting. cream and brown and she tends to wear pink or cream-coloured miniskirted dresses. flat white shoes or boots. Dancing 1. Liz has a wry sense of humour and appreciates the Doctor’s irreverent and lighthearted approach to UNIT affairs. Her outfits are rounded off by knee-length white boots. Mel’s long. Traken Equipment: None Strength: 3. as does her tendency to wear candy-coloured clothes.

Although she is quiet and thoughtful. Peri has a noticeable accent: a high-pitched nasal American voice which has a tendency to whine when she is panicky. Peri has an oval face. tight-fitting trousers of the same material. Intuition 1. Yet if everyone else seems to be wasting time or approaching a problem the wrong way. Her technical background means she sometimes lapses into incomprehensible scientific speech. Her inaction and desire to stay in the background can sometimes make her seem a nervous worrier. She prefers to let other people act and interferes only if they get nowhere. Screaming 2. Loyalty and a sense of right and wrong are some of her strongest traits.DOCTOR WHO — TIME LORD might seem. Independent Spirit 2 Awareness: 3. blue-grey eyes and long. Peri has an inquiring. independent nature means she does not like being lectured by her elders: she is the sort of person that needs warning twice to keep her out of harm. at which point she becomes nervous and edgy. aristocratic. All of her bright. Like Tegan. narrow oval face. a field of knowledge which she has been able to develop with the help of Adric. She is also trying to research telebiogenesis to understand the Doctor’s regenerative process. Nyssa has an attractive. Peri will make her opinions known and forcefully ensure that a sensible course of action is taken. This habit makes her unpredictable but also gives her a finely developed sense of trustworthiness: she seems to know when someone intends to harm her friends or herself. Stealth 1 Size: 3 Weight: 4 Move: 3. Bioelectronics is Nyssa’s speciality. Earth Equipment: None Strength: 3. Striking Appearance 2 As an American botany student. Her father’s form has been usurped by the Master. PERI (PERPUGILLIAM) BROWN Apparent age: early 20s Species: Human. She typically wears her Traken court clothes: a maroon velvet jacket with puffed sleeves and fur trim. Peri is easily scared and responds by shrieking piercingly and loudly if she is taken by surprised or confronted by dangerous aliens. She favours wearing brightly coloured culottes with either matching leotards or colourful blouses. brunette hair. Her trust in the Doctor is absolute. summery clothes usually clash with the Doctor’s outrageous outfit. Cheat Death 2 Control: 3. 80 . often resorting to bitter sarcasm to make it known that she is unhappy. and high-heeled shoes. although her intelligence rarely has a chance to surface out of the general level of terror that travelling with the Doctor instils in her. wavy auburn hair. Running 1 Knowledge: 4. hazel eyes and shoulder-length straight. Science 2 Determination: 3. She quickly gets fed up with places and people if they have no interest for her. None of this gear is particularly suitable for running around strange planets: after several adventures she raided the TARDIS’s wardrobe. Peri relies on intuition and instinct. Her adventures with the Doctor have given her an enviable tan. Nyssa can be provoked into action when those she cares for are endangered. Rather than plan her actions. a wide smiling mouth. and she started travelling with the Doctor in the hope of restoring her father to his former self. whose mathematical abilities have enabled her to solve problems that were once beyond her. Her youthful. scientific mind.

Marksmanship 2. She has extensive theoretical knowledge about many scientific subjects but lacks the experience to apply them. Striking Appearance 2 Fair-haired Polly is part of the swinging social life of London in the 1960s. 81 . Polly is secretary to Doctor Brett of the Wotan project at the Post Office Tower. Whatever difficulties she gets in. She typically wears above the knee dresses. Science 3. Romana makes much of her triple first from Gallifrey’s Academy and can be infuriatingly correct where the Doctor’s apparently illogical and haphazard approach fails. she is disdainful about high-technology from cultures other than the Time Lords’ because she regards it as primitive. Science 1 Determination: 4 Awareness: 3. Her employer describes her as a cracking typist. ROMANA 1 Apparent age: late 20s Species: Gallifreyan Equipment: None Strength: 3. she can happily turn her hand to repairing old electronic equipment. large earrings and heavy eye makeup and looks quite a dolly bird. Striking Appearance 2 Regal-looking Romanadvoratrelundar — the Doctor calls her Romana — is a young. She knows where to find the top night clubs and regularly goes to The Inferno. Much of the time the people she meets treat her as an attractive coffeemaker. often not seeing beneath a dishonest facade. however. Haughty and aloof by nature. Running 1 Knowledge: 3. Earth Equipment: None Strength: 3. Eloquence 1. First Aid 1. That said. TARDIS 2. Screaming 1. Cheat Death 2. Pseudoscience 3. Ben Jackson. Once she has plucked up courage. Bureaucracy 1. Screaming 2. but also a cheeky one: Polly is fond of pulling kooky faces behind people’s backs. Polly approves of the wardrobe in the TARDIS which furnishes her with plenty of fashionable clothes appropriate to her debby background. Cheat Death 2 Control: 3. she will face stoically: it takes something really horrifying for her nerve to crack. Dancing 2. Romana is quick to put down people who she believes are intellectually inferior to her and is reluctant to accept the word of a more experienced person as true. and can be quite gullible if she is told something that she does not already know. Temporal Science 2 Determination: 5 Awareness: 3. First Aid 2. She is easily scared by monsters and will often scream when one surprises her. the hottest night spot in town. Regenerative Powers 3 Control: 4. intelligent Time Lord who was assigned to the Doctor to help him find the segments of the Key to Time. despite his rough nature and background. MacGuffin 2. She will often analyse the personality defects of a person out loud in an almost offhand way. sharp mind and a humane view of life: she is shocked by killing. Sleight of Hand 2.DOCTOR WHO — TIME LORD POLLY Apparent age: early 20s Species: Human. She continues this clown-like behaviour on her travels with the Doctor. however. To Romana. She is a poor judge of character. Stealth 1 Size: 3 Weight: 3 Move: 3. Riding 1. she is prepared to argue and ask questions. which is where she met fellow companion Ben Jackson. Iron Constitution 2. Electronics 3. Polly has an inquiring. although she does not protest at being assigned such a role. Stealth 1 Size: 4 Weight: 3 Move: 3. is a good friend and he and Polly often tease each other. Her face is heart-shaped with strong cheekbones. Cryptanalysis 1. Running 1 Knowledge: 5. Computing 1. the TARDIS is a scientific museum piece that has long since been superseded by more advanced models of time machine.

In spite of the change. Iron Constitution 2. Regenerative Powers 3 Control: 4. Practicality is seldom considered when she chooses what outfit to wear for her adventures: her apparel is often more in keeping with high fashion at a king’s court. Driving 1. The change has brought out the lighter. about his tendency to make rash decisions and becomes indignant when the Doctor blames his mistakes on her. Her own wardrobe in the TARDIS comprises fashionable for different planets in time and space. Striking Appearance 1 Sarah Jane Smith is a liberated woman from Earth in the 1970s. Cryptanalysis 2. Cheat Death 2 Control: 4. First Aid 1 Determination: 5 Awareness: 4. Running 1 Knowledge: 5. Earth Equipment: Capacious handbag Strength: 3. Bureaucracy 1. she wears more practical apparel. And she will try to tackle any task that she believes she is the equal of any man at doing. Electronics 3. She lives up to the popular image of feminists at the time: she objects to being told to do things that men regard as women’s work. Sleight of Hand 2. Temporal Science 2 Determination: 5. including a long white scarf. Her outbursts at male chauvinism — of which the Doctor is sometimes guilty — are often unheeded. wavy hair and blue-grey eyes. such as making the tea or tidying up. well-tanned face make her almost classically Grecian in appearance. she has retained her intelligence and scientific interests and abilities. Science 3. Although she constantly changes her clothing. making her nearer to the Doctor in temperament. Bureaucracy 1. In her first incarnation the 140-year-old Time Lord has long. however. Romana tends to analyse and work on problems quietly rather than discussing them and co-operates rather than conflicts with the Doctor’s approach to them. First Aid 1. She will happily disobey the Doctor to pursue her own line of investigation. TARDIS 2. Resourceful Handbag 1. MacGuffin 2. especially when she believes she excels in a topic that the Doctor is weak on. She frequently demonstrates girlish impulses: she loves to dress up and frequently changes her costume. Serendipity 1. Independent Spirit 1 Awareness: 3. and a sailor’s outfit with a straw boater. a schoolgirl’s outfit. sometimes taking on more than she can really cope with. more frivolous side of Romana’s nature. Screaming 1. Cheat Death 2. She is an investigative journalist with an intelligent. Among her outfits have been a pink parody of the Doctor’s clothes. smiling face and impish blue eyes make Romana more approachable in her second incarnation. Computing 1. Running 1 Knowledge: 4. which leaves her 82 . Striking Appearance 1 Princess Astra of the planet Atrios provided the model for Romana’s second incarnation as a Time Lord. Stealth 1 Size: 4 Weight: 3 Move: 3. ROMANA 2 Apparent age: early 20s Species: Gallifreyan Equipment: None Strength: 3. Con 1. inadvertently stumbling across the occasional menace to Earth’s safety in the process. straight fair hair. Marksmanship 2. Romana is beginning to realize her full scientific potential because of the experience she receives from each new adventure. She is still worried.DOCTOR WHO — TIME LORD Romana’s aristocratic bearing and elegantly featured. Pseudoscience 3. Her round. She has long. while on Earth with the Doctor she often pursues stories as a freelance. however. Stealth 1 Size: 3 Weight: 3 Move: 3. Escapology 1. Her travels have made her more independent and she dislikes the idea of having to return to Gallifrey and the stifling society of the Time Lords. a regeneration she went through on a whim rather than out of necessity. SARAH JANE SMITH Apparent age: mid 20s Species: Human. inquiring mind. auburn.

typically brown with wide lapels and even wider flares. Edged Weapons 1. although she becomes quite despondent if she fails. however. First Aid 1. Sarah gets on well with her fellow companions in the TARDIS and especially the soldiers of UNIT such as Sergeant Benton and Captain Yates. She often makes up for lack of skills by tackling a problem enthusiastically. Escapology 1. is plucky and will try to extricate herself from difficulty on her own. STEVEN TAYLOR Apparent age: late 20s Species: Human. although any slights are usually unintentional. Driving 1. Lockpicking and Safecracking 1. for example. Marksmanship 1. Striking Appearance 1 Steven Taylor is an adaptable. or by the intelligent reasoning of a companion such as Vicki or the Doctor. Brawling 2. Sarah. Stealth 1 Size: 3 Weight: 4 Move: 3. when she is on the point of giving up. Steven is strong-minded enough to make deliberate insults to a person’s face. such as a brown. an action that almost cost him his life. Leaping 1. cream and orange striped turtleneck top and brown slacks. she has blue eyes. or errs on the side of tastelessness. whose easy going. Running 1 Knowledge: 4. Astrogation 2. for more expected adventures she resorts to wellington boots. Piloting 2. who snaps rejoinders for Steven to call him by his proper name. Steven irrationally rushed back to save his panda mascot. Steven has strong features and neatly coiffured light-brown hair. heart-shaped faced is framed by mid-length black hair. resourceful but not always inspired spaceship pilot for whom direct action seems to be the best course. however. Earth Equipment: Panda mascot Strength: 5. A handsome man. He is something of a sceptic and tends only to believe that which he can confirm himself. mid-length skirt and thick woollen pullover. On the planet Mechanus. Pain Resistance 1. Computing 1. Such an attitude makes Steven seem blunt and tactless. Steven rarely takes anyone’s statement at face value. the Doctor will goad her onwards. He is dependent on the TARDIS’s wardrobe for clothes because his space fatigues were badly torn and dirtied after two years’ imprisonment on Mechanus. His self-confidence often does not make up for a lack of foresight in planning or poor timing. self-confident nature seems impervious to criticism. if he has no one to back him up. a bright yellow waterproof coat. Her attractive. 83 . She protests heartily at any hardships. Quick Recovery 1 Control: 4. His habit of calling the Doctor ‘Doc’ irritates the Time Lord. Sarah’s clothes range from the fashionably smart to the downright practical.DOCTOR WHO — TIME LORD feeling quite indignant. Whatever he picks is slightly unfashionable. At one time she might wear a matching trouser suit. such as a stiff-looking fawn corduroy suit. His rashness is tempered only by the extremes of a situation. He is almost smug when he has information that no one else has discovered or worked out. This seems to have no effect on Steven. Wilderness Lore 2 Determination: 4 Awareness: 4. Her career and tendency to storm off in a huff or in exasperation mean she gets into quite a few scrapes from which she needs rescuing.

When she is not unbalanced by fear or a sense of panic. Such suspicion is justified while Turlough is in the Black Guardian’s thrall. have a distant. however. Generally. TARDIS 1. Con 1. Her immaturity sometimes shows when she behaves childishly or selfishly. irrational and upset. slightly disturbing look about them. First Aid 1. but not once he is free of the Guardian’s influence. Temporal Science 1 Determination: 3 Awareness: 4. cotton print dress in bright irregular splashes of colour and red court shoes. 84 . Earth Equipment: None Strength: 3. Striking Appearance 2 Susan is a young Time Lord who fled Gallifrey with the Doctor in the TARDIS he borrowed. Striking Appearance 2 Tegan is an outspoken Australian air stewardess who wandered into the TARDIS believing it to be a police box. his shifty behaviour. always ready to leap into action. and her impulsiveness can sometime lead to misfortune. yet shows a shocking ignorance in others. She has since changed into what she must regard as more practical garb for visiting alien worlds — typically a short. She distrusts Turlough mainly owing to what is. Marksmanship 1 Size: 4 Weight: 4 Move: 3. although her eyes betray a knowledge far greater than that of the Earth schoolgirl she resembles. Tegan continued to wear her lilac stewardess’s jacket. Cheat Death 1.DOCTOR WHO — TIME LORD SUSAN FOREMAN Apparent age: late teens Species: Gallifreyan Equipment: Small handbag Strength: 3. although she sometimes realizes the full implication of what she is involved in and becomes afraid. high-collared sheepskin jacket: she rarely wears appropriate clothing for the conditions she must face. Acute Hearing 2. For forays outside the TARDIS she has a short. She is an active companion. Science 1. She is brilliant at some subjects. short skirt and hat. Cheat Death 2 Control: 4. she does not proclaim herself to be a feminist: she would rather act than take the time to explain. Susan is resourceful and inventive. Like the Doctor. TEGAN JOVANKA Apparent age: mid 20s Species: Human. Only Tegan would shoulder-charge a Cyberman just to put it off its stride! She can become quite emotional. Iron Constitution 2. She is in her early twenties. especially if the Doctor seems to be doing nothing to resolve a problem. Driving 1. Regenerative Powers 3 Control: 4. Running 1 Knowledge: 6. Artist 2. she is an improviser. Computing 1. Independent Spirit 1 Awareness: 3. Despite her independent spirit and unwillingness to be forced into roles that demean her. and often displays a good sense of initiative when opportunities present themselves. She has described herself as just a mouth on legs: she will often speak without giving a matter full thought with the result that she ends up in trouble or doing something she would rather not have done. In human reckoning she looks to be about fifteen years old. First Aid 1. she is a bright and cheerful woman. Susan typically wears stirruped. hazel eyes and an attractive face with a strong jaw-line. flat shoes and an assortment of plain or striped tops. Susan is too young to know much about the universe. Stealth 1 Size: 4 Weight: 3 Move: 3. Running 1 Knowledge: 4. During her initial adventures with the Doctor. Her dark eyes. Susan rarely has a clear plan of action. in her eyes. Tegan has short auburn hair. Her affection for the Doctor is strong and she becomes quite concerned if he goes missing. however. TARDIS 1 Determination: 5. thereby bringing hardship on herself and forcing her companions to help her. narrow slacks. framed by her arched black eyebrows and shock of unruly black hair. Even for a Time Lord.

Screaming 2 Vicki is an orphaned colonist from Earth in the 25th century. The Doctor’s best opinion of her would be as a foolish child. his behaviour is attributable to a desire to find a calm and rational answer to a problem. a black tie with fine yellow stripes and black shoes. direct nature conflicts with Turlough’s detached. Turlough has short. Turlough is quite capable of taking decisive action when it is needed. the Black Guardian. calm approach. Computing 1. Iron Constitution 1 Control: 4. Running 1 Knowledge: 5 Determination: 3 Awareness: 3. Despite her weaknesses and childish behaviour. waistcoat and trousers. Stealth 2 Size: 4 Weight: 3 Move: 3. landing herself in trouble. Bargaining 1. Running 1. might give away his criminal status to someone if Turlough were careless enough to reveal it. She lacks the patience. His attitude often causes conflicts with Tegan. he is slightly contemptuous of the primitive people of 20th century Earth. He a criminal in the eyes of the Trion people and is in political exile along with the rest of his family. although he would be concerned if she went missing. Science 2. and will often accept people for what they say they are.DOCTOR WHO — TIME LORD TURLOUGH Apparent age: late teens Species: Trion. He is scrupulous in his efforts to keep the brand hidden. Earth Equipment: None Strength: 2. Ian and Barbara. whose brash. to let other people get on with a task. Stealth 2 Size: 3 Weight: 4 Move: 3. grey shirt with a wing collar. Vicki has one great weakness: she is absolutely terrified of heights. He would rather use charm to make a person to see his point of view than argue heatedly. Con 1 Turlough appears to be a normal Earth male in his mid to late teens. mysterious air. He is reluctant. VICKI Apparent age: mid teens Species: Human. Transmat 1 Determination: 3. but is really a Trion who has been exiled to Earth. who used him as a tool to try to kill the Doctor — an obligation of which Turlough is now free. Pseudoscience 1. She is bright but seemingly innocent. exile Equipment: None Strength: 4. Swimming 2 Knowledge: 6. and easily terrified by alien monsters. however. and will become sulky or even wander off to find something else to do. ginger hair and blue eyes. too. Cheat Death 2 Control: 4. a Mesos triangle on his upper left arm. TARDIS 1. Because Turlough comes from an advanced culture. from which she was rescued by the Doctor. Although Turlough seems to act the coward and often advocates leaving the scene of an incident as an way out. One mark. Command 2 Awareness: 4. Cheat Death 1. she lacks the determination to apply herself to problems to which the solution is not apparent and will give up easily if she seems to be getting nowhere. 85 . about being pushed into things that he would rather not do. Her spaceship crashed on the planet Dido. Her youth and naivety mean that she is easily taken in by other people. His determination to keep his background a secret gives him a furtive. Vicki is a quite likeable girl on the whole and gets on well with fellow companions Ian and Barbara: Barbara’s mothering instinct is strong when Vicki is around. Animal Empathy 1. Because she is so young. Driving 1. Vicki is quite resourceful and can cope with surviving on her own: in The Chase she even sneaked aboard a Dalek time machine so that she had a chance of joining the Doctor after they had been separated. Such odd behaviour can also be attributed to his original patron. Astrogation 1. He typically wears the uniform of his public school: black blazer.

Blunt Weapons 1. however. VICTORIA WATERFIELD Apparent age: late teens Species: Human. He is a typical young army officer: bright. This comprises a dress with several layers of petticoats and formidable and constricting undergarments. Stealth 1. CAPTAIN YATES Apparent age: early 30s Species: Human. When he was killed by the Daleks she joined the Doctor on his adventures through time and space. Yates tends to be chauvinistic and is reluctant to let the Doctor’s female companions imperil themselves. Brawling 1. long socks and sturdy boots. is too bulky to allow the Doctor free movement in the TARDIS’s control room. Wilderness Lore 1 Determination: 3. Electronics 1. Striking Appearance 1 As a captain in the United Nations Intelligence Taskforce. Striking Appearance 1 Victoria is the daughter of the Victorian scientist Professor Edward Waterfield. well-spoken and charming. and tends to faint at horrifying sights or to scream in terror. and mid-length dark hair. roundish face and mid-length fair hair that she sometimes wears in twin pony tails. Left to his own devices he can cope with most situations. and has even dressed as a medieval page boy during her adventures. and her upbringing means she is modest in behaviour and dress. Science 1 Determination: 3 Awareness: 3. Running 1 Knowledge: 4. He will get the job done competently and conscientiously. Eloquence 1. Jamie McCrimmon. She tends to tease him to get him to do things he might ordinarily balk at. jacket. Such an outfit. At time. Cheat Death 2 Control: 3 Size: 4 Weight: 3 Move: 3. Leaping 1. Running 1 Knowledge: 3. however. Quick Recovery 2 Control: 4. walkie-talkie Strength: 4. he reassures her and acts protectively towards her. Marksmanship 2. She is a small girl in her late teens. Mike Yates presents a dashing figure. Earth Equipment: Automatic pistol (Wounds 5. She typically wears a simple dress with diamond-shaped piping at the hems and collar: the material is dirt-repellent and non-creasing and does not need cleaning. but much of what he knows is familiar. although he seems to lack the imagination and foresight that would make him a 86 . Screaming 3. blue eyes. Cheat Death 1. Driving 1. Piloting 1. she does borrow form the TARDIS’s wardrobe. and so Victoria has been persuaded to overcome her timidity and wear more practical clothes: she typically wears a knee-length skirt — quite shocking for a generation of women not used to revealing even their ankles — or walking clothes of britches. a fellow traveller. He is a stickler for form except when he is off-duty or on undercover assignments. however. In her initial travels with the Doctor. Victoria wears full Victorian dress as appropriate to her standing. By nature he is restless and does not like sitting around doing nothing when something should clearly be done. Travelling with the Doctor is gradually changing Victoria’s outlook and making her less shockable and much bolder. In return. She has a round face. Command 2 Awareness: 4. but he is best in a support role or when leading men against other men. Range 4). with an ability to get on well with his men and his senior officers. however. is someone she can understand: he comes from a slightly more primitive time than she does. Earth Equipment: None Strength: 3. Bureaucracy 1. For all his loyalty and his experience. Yates is a little unnerved by the frequent encounters that UNIT has with aliens and he lacks the steadiness of mind that the Brigadier and Benton demonstrate in such confrontations. Mechanics 1. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. She is a demure young lady.DOCTOR WHO — TIME LORD Vicki has a youthful.

capable leader. and will ask pertinent. Zoe is tough and quite able to defend herself. Computing 3. Electronics 1. smooth-skinned face is set off by penetrating brown eyes that are usually emphasized by heavy. Stealth 1 Size: 4 Weight: 3 Move: 3. He is an able second who benefits most from working under a strong. Robotics 1. She is coolly confident in her own abilities and sceptical of even the Doctor’s attempts at coping with technology. and black plastic boots. pointed ankle-boots. Her mental powers are phenomenally advanced and are demonstrated by her power of total recall. Computers seem almost like toys to her owing to her ability to quickly work out programs in her head. Thick. childlike frame and features. He is invariably in full captain’s uniform because of his extensive office role at UNIT headquarters. Temporal Science 1 Determination: 4 Awareness: 4. Intuition 1. Cheat Death 2 Control: 4. At the same time she can be quite terrified of the unknown or of hostile or dangerous creatures. Piloting 1. with a narrow. searching questions to further her knowledge. such as the ones of 20th century Earth. Mathematics 2. blue eyes and short. 87 . or black plastic miniskirt and short-sleeve jacket. pink scallops. Despite her small. Zoe typically wears futuristic clothing. Photographic Memory 2. Zoe is a product of the Earth of the early 21st century. Screaming 1. sparkly Emma-Peeler catsuit and white. both edged with broad. Science 2. Yates is slimly built. dark make-up. handsome face. Astrogation 2. primitive ones. such as a dark. Martial Arts 2. Earth Equipment: None Strength: 3. straight black hair that is forced up and back by a narrow headband falls forward to frame her face. mid-brown hair. In The Mind Robber she bested fictional comic superhero The Karkus in combat through the use of self-defence. Zoe is keen to learn about items and processes she has not come across. ZOE Apparent age: late teens Species: Human. Striking Appearance 2 Highly intelligent Zoe is almost a mental rival of the Doctor: she believes that the Doctor is not quite as intelligent as she is! She is certainly more adept at dealing with computers than he is and deserves her space station rank of astrophysicist and astrometricist first class.DOCTOR WHO — TIME LORD brilliant officer: Yates is usually at least one step behind the Brigadier when it comes to planning. Running 1 Knowledge: 4. simply infuriate her. Her round.

Armour The resilient plastics body of an Auton counts as full Armour 8. have changed considerably since their first appearances in the DOCTOR WHO series. The fingers of the Auton’s hand flip downwards to reveal the narrow gun barrel. Marksmanship 2 Size: 3 Weight: 4 Move: 3 Knowledge: 2 Determination: 6 Awareness: 4. When different backgrounds conflict. lumbering movement that can betray their true identity. remember that aliens are full characters. It is possible. especially as far as combat goes. if any attack from a firearm which gets through armour but fails to overcome its special ability of Special Immunity (bullets) inflicts no Wounds. The aliens presented here are also only typical of their types: in most cases. Each one embodies part of the Nestene intelligence. he should feel free to do so. In addition. it inflicts 3 Wounds when set to stun. Some enemies. They look like shop window mannequins. are of necessity a selection of old and recent enemies. and to detail them all in terms of the TIME LORD rules would warrant a book on its own. robots fabricated from plastics and given crude human features. Disguise 2 Autons are the mindless slaves of the Nestenes. for example. and it is here that it is important to stress that TIME LORD is an interpretation of the DOCTOR WHO universe. Special Immunity (bullets) 2 Control: 2. but Autons have not been known to use this setting. they have the physical strength of an Auton and the mental powers of their subject.DOCTOR WHO — TIME LORD ALIENS A great many aliens have been encountered by the Doctor on his travels. a group mind that in parts can control individual Autons and report back to the mental core. therefore. If any referee wishes to make certain monsters tougher or weaker than they appear here. if possible. Make a note of any special abilities that do not appear in Part Three: these are powers that are not available to player characters. Referees should bear in mind that aliens such as the Daleks also have scientists and engineers. At all times. AUTONS AND THE NESTENE INTELLIGENCE AUTON Weapons: Blaster (Wounds 6 on kill. the statistics are for warriors of a particular culture. TIME LORD uses the most consistent one or fills in a few details! The referee should. Autons have a characteristically jerky. but it should be easy enough to create them. and make sure that they convey the full menace of their television counterparts. the most dramatically effective version of an alien has been chosen: the Cybermen detailed in TIME LORD. Where doubt about abilities has arisen. just as humans do. can be made using the mind print of a person. the replicant. particularly the Daleks and Cybermen. watch a video tape of an episode containing the aliens that are going to be used in an adventure to get a better idea of their mannerisms and their strategies. Wounds 3 on stun). They are not a succession of monsters to be blown away by trigger-happy companions. A sophisticated version of the basic Auton. It is inevitable that some people’s favourites will be missing. An Auton inflicts 2 Wounds if it strikes with its fists. fist (Wounds 3) Armour: Full Armour 8 Strength: 5. Role-play them convincingly. The aliens presented here. Feel free to add or remove abilities to create specialists. Replicant Autons are indistinguishable from the real person and can think for themselves. and can pass for humans when they are dressed appropriately and given face masks. are those that appeared in The Moonbase and The Tomb of the Cybermen. 88 . because the bullets are absorbed. for example. Brawling 2. At the same time it is important to remember that many of the numerical values assigned to abilities have been chosen to give a balanced game. Weapons Built into the right hand of every Auton is a blaster that inflicts 6 Wounds. but very difficult to damage a Dalek or Cyberman with rifle fire — players should not count on their ability to do so — and it would take an increase of only 1 to these aliens’ Armour value to make them virtually invulnerable.

Control and Move. mutually telepathic intelligence that takes corporeal form as a cephalopod — a giant octopus. Hypnotism 1 Awareness: 3 Nestenes is the collective name for a disembodied. Brawling 2. The plastics objects are activated by heat or sonic signals: a drop in temperature deactivates them. Weaknesses Like its Auton subjects. plastic dolls or cables animated to strangle them. NESTENES Weapons: Tentacle (inflicts Wounds 5 a turn after grapple attack) Armour: Full Armour 7 Strength: 5 Control: 6. Whoever the intelligence takes over.DOCTOR WHO — TIME LORD Weaknesses If an Auton can be deprived of contact with the Nestene intelligence. but are typically Strength 3. in effect working like a slow-acting poison with an attack rate of one action turn and maximum Wounds of 4. it is immobilized. rubbery skin of the corporeal form has full Armour 7. in the hope that the scientifically curious will study the globes: whoever finds one first is mentally attacked by the intelligence to provide it with an agent who can prepare for the full materialization of the Nestenes on the planet. All count as attempts to suffocate the defender. 89 . the intelligence attacks with its tentacles with the aim of grappling and then crushing its attackers. When it finds one. Each round after a successful grappling attack has been made. The Doctor might typically achieve this by building a MacGuffin that jammed the brain waves of the controlling Nestene. Armour The thick. Plastics objects vary in Strength. it sends a swarm of meteorites — plastics globes containing part of its being — to the planet. Plastics that its servants have molecularly adjusted can be controlled by the intelligence. Control 3 and Move 1. Weapons In its corporeal form. the intelligence inflicts 5 Wounds on its target unless that person can break free. seeking out suitable planets to colonize. Plastics materials are the Nestenes’ tools: they can control molecularly adjusted plastics to create the robotlike Autons or to make ordinary household objects into weapons of terror. The intelligence travels through space. it imbues with its ability of Hypnotism (but only at the agent’s Determination). and plastic flowers made to spray suffocating films in people’s faces. The intelligence needs to destroy any native population in an area so it can materialize in complete safety. Marksmanship 2 Size: 2 Weight: 5 Move: 2 Knowledge: 8 Determination: 7. the Nestenes can be driven away by a device emitting the correct frequency to disrupt or block its mental processes. Inflatable chairs can be made to suffocate people.

Wounds 4 on stun). forces Cybermen into hibernation. discovered time travel). developed the science of cybernetics to the extent that they could replace every part of the human body. pity. Cybermen have also developed mind-controlling machines used in combination with neurotoxins to enslave weak-willed humans. owing to their scientific advances. in order to become Cybermen. with only circular holes where eyes should be. The optical units can be switched to see into the infra-red spectrum. disease. tubelike weapon clips onto the base of the chest unit. Cybermen are disturbing simply because of their sheer inhuman behaviour. Weapons Cybermen carry blasters that use electrical energy and which inflict 8 wounds when set to kill and 4 Wounds on stun. fleshy frames have been replaced. those that reject the conditioning are often used as workers or infiltrated as superhuman spies into target societies. it was during such an attack on Earth in 1986 that the first Doctor destroyed Mondas.1 metres tall. except the brain. radiation. With no lip movement and no body language to observe. Cybernetics 1. Iron Constitution 2. as yet. however. Earth and its colonies are therefore often chosen as targets of Cybermen attacks. Instead of ears. Cybermen look just silver-coloured metal men. They are completely immune to vacuum. seldom leaves their adopted home planet of Telos. Precision 1. The electrical discharge from their fingertips inflicts 3 Wounds and counts as a ranged weapon with a range of zero areas. They have a good grasp of tactics and know that their invulnerability disconcerts an enemy. because they do not need to breathe. Hydraulic pipes run over their flexible metal skin and into the accordion. The Tombs of the Cybermen on Telos are riddled with refrigerated chambers to which the Cybermen retreat when they must conserve energy. Mondas. joy or cruelty. Their faces are impassive metal masks. Science 1 Determination: 7. a Cyberman has antennas that emerge from the side of its head and connect to the top.DOCTOR WHO — TIME LORD CYBERMEN & CYBERMATS CYBERMAN Weapons: Blaster (Wounds 8 on kill. where a small metal grille conceals a heat-exchanger. Whenever an invasion force of Cybermen travels through space. The chest unit also houses communication equipment and a light. Cybermen speak with a perfectly flat. cold) 3 Control: 3. Marksmanship 2. with metal or plastic parts. however. The solid. which coupled with their resistance to cold and heat means they survive where humans would perish — even outside spaceships. Indomitable Will 1 Awareness: 2. just clinically logical in their actions: they have no concept of fear. especially considering their resistance to most other species’ weapons. Captured humans are cyberized. They became Cybermen. Tracking 2 Cybermen are neither evil nor good. electric charge (Wounds 3) Armour: Full Armour 9 Strength: 6. which had returned to its home solar system. Their lack of fear makes them terrifying warriors to encounter. patrols are headed by a Cyber Lieutenant. The Controller. Martial Arts 1 Size: 3 Weight: 5 Move: 3 Knowledge: 6. their scientists eliminated what they saw as imperfections in their brains: emotions. Cybermen can discharge part of their internal power to stun an enemy. Computing 1. Armour The metallo-plastic skin of a Cyberman counts as Armour 9 full armour. silver humanoid giants that are immune to the extremes of heat and cold and free from the ravages of disease. The once human inhabitants of their home planet. Because their weak. the leader of the Cybermen. Expeditions are led by a Cyber Leader. In addition to their hard. Human bodies.like unit on their chests. It is the object of propagating the Cyberman race that drives them to travel through space (they have not. Cryptanalysis 1. without which they have become creatures of pure logic. and a harsh slit for a mouth. Special Immunity (heat. which inflict 6 Wounds. 90 . Cybermen are preternaturally strong. metal fists. a process of physical replacement and mental conditioning. because the Cybermen can increase their numbers only by converting suitable subjects. Explosives 1. about 2. twangy electronic voice: their speech circuits are incapable of inflection. the bulk of it travels in cryogenic silos from which it must be awakened. These Cybermen have Knowledge 7. are essential to the survival of the Cybermen. Extreme cold. Eventually. fist (Wounds 6).

where they secretively destroy materials and personnel. two antennas. Leaping 2. which counts as a Wounds 4 fast-acting poison with an attack rate of one research turn. It must be administered through a Cyberman’s chest grille because it works by corroding the elements of the heat. The metallo-plastic armour of a Cyberman is vulnerable to particular combinations of organic solvents. Wounds 5. range 1 area) Armour: Full Armour 9 Strength: 2 Control: 2. Cybermats typically move through the service tunnels and ventilation ducts. semi-intelligent robots to infiltrate enemy bases. This does not kill although it does induce unconsciousness if it beats the Strength of its target: if it reduces the victim’s Wounds to his death point. inflicts 4 Wounds. It has a range of 1 area. energy bolt (Wounds 4. for the first six hours after activation because their Strength automatically beats the difference for the first five hours. Cybermen employ these small.DOCTOR WHO — TIME LORD Weaknesses Cybermen need recharging periodically: each hour a Cyberman is mobile counts as a cumulative difficulty against Strength against which each Cyberman must test at the end of every hour in order to remain active. Gold counts as a fast-acting poison. They are about 50 centimetres long and built from flexible metal segments. which inflicts 4 Wounds but only for the purposes of penetrating armour: it does no real damage. The second type of venom is deadly: it is a Wounds 4 fast-acting poison with an attack rate of one action turn. The Wounds inflicted count only as an increased difficulty against the target’s Move. therefore. The one used against the Cybermen in The Moonbase would be Wounds 4. The most commonly used venom is a neurotoxin. and a frill of short. shooting both out will deactivate but not destroy the creature. Armour As Cybermats are constructed from the same tough metallo-plastic used to build Cybermen. with a rate of decay of 1 an action turn. but only paralyses its target. it injects one of two types of venom. causing the Cyberman to seize up. depriving the base of any materials that might be used against the Cybermen. injects Wounds 4 poison). Marksmanship 1. CYBERMAT Weapons: Bite (Wounds 4 to penetrate armour. Cybermats can emit a weak energy bolt from their eyes. Instead.exchanger. Weapons A Cybermat’s main weapon is its poisonous bite. if the Cybermat’s bite gets through armour. it means that person can be conditioned by the Cybermen’s mind-controlling apparatus. but count as fast-acting poisons that bypass armour and directly attack a Cyberman’s Strength. they have full Armour 9. Weaknesses A Cybermat’s eyes count as Size 8 unarmoured targets. 91 . Cybermen are always mobile. Stealth 3 Size: 6 Weight: 2 Move: 2 Knowledge: 2 Determination: 6 Awareness: 4 Cybermats look like giant silverfish. Cybermats may also be equipped with specialized venoms: in The Wheel in Space they used a metal-corroding fluid to destroy the space station’s supply of bernalium. The grille in the centre of a Cyberman’s chest unit is the only physical weak point: it is Armour 3 and counts as a Size 7 target. A cybermat’s bulbous head has two large white eyes. cream-coloured tentacles which brush the ground. These vary in effectiveness.

Imperial Daleks are the result of Davros’s further experiments to breed infallible Daleks that are totally loyal to him. Gloating 2. Robotics 1. A single eye-stalk juts out of its domeshaped head.DOCTOR WHO — TIME LORD DALEKS & THE BLACK DALEK DALEK Weapons: Blaster (Wounds 8 on kill. The mutant itself has Control 4 and Move 1. he must be exterminated’ and ‘Halt or you will be exterminated’. Ogrons are particularly favoured because they are stupid but loyal. The harsh. Command 2. revenge and cruelty. which can travel to a limited extent through time using taranium-powered machines. Cryptanalysis 1. human mercenaries are used reluctantly because they are by nature treacherous. the values of Control 1 and Move 2 are those of its armour. They are utterly ruthless. Explosives 1. It is as dangerous outside its protective shell as it is inside. green. its manipulator arm and blaster are connected to the mid section by ball-and-socket joints and may be replaced by other weapons and tools such as a cutting torch. Computing 1. comes out as ex-ter-min-ate. grating voice box enunciates individual syllables: the word exterminate. they have lost the powers of intuition and inspiration. the Daleks are undoubtedly the most evil creatures the Doctor has ever had to fight. Wounds 4 on stun) Armour: Full Armour 9 Strength: 4. Computing 1. Wounds 4 on stun) Armour: Full Armour 9 Strength: 5. because its armour is coloured black. they also have the power of speech through a builtin electronic voice box. multi-tentacled mutant about 60 centimetres across. Robotics 1. The Dalek creature itself is a hideous. Their conversation tends to be along the lines of: ‘Exterminate’. Special Immunity (radiation) 2 Control: 1. Daleks are divided into two warring factions: pure strain and Imperial Daleks. an abnormally intelligent mutant specially bred for the purposes of leadership. Cryptanalysis 1. Iron Constitution 2. calculatingly efficient creatures that are bent on dominating the universe: their might and technology are such that they instill fear into other intelligent species. Science 1. 92 . Explosives 1. Gloating 1. Tracking 3 Created on the planet Skaro by the Kaled scientist Davros as engines of war and as the ultimate form of the Kaled race. Iron Constitution 2. Command 2. The Daleks also enslave the populations of planets they conquer to provide work forces to exploit mineral resources. Science 1 Determination: 6. Dalek armour is shaped like a pepper pot about 1. leaving them only with strong emotions such as hate. They have cream and gold armour and are led by the Emperor Dalek. which in reality is Davros in creamcoloured Dalek armour topped with a spherical case that hides his true form. All Daleks have no benign emotions because Davros biogenetically engineered these weaknesses from their minds.5 metres tall. Time is no longer a barrier to the Daleks. Pure strain Daleks have grey and black armour and are led by the Supreme Dalek. Tracking 3 BLACK DALEK Weapons: Blaster (Wounds 8 on kill. The lower. for example. Pure strain Daleks seek only to exploit Davros’s skills and do not acknowledge him as leader: to them he is only a resource of knowledge. owing to its incredible will to live and a murderous desire to kill. Indomitable Will 1 Awareness: 2. The Supreme Dalek is also known as the Black Dalek. Although Daleks are linked into a communication network. ‘The Doctor is an enemy of the Daleks. Special Immunity (radiation) 2 Control: 1. Marksmanship 3 Size: 4 Weight: 5 Move: 2 Knowledge: 7. Marksmanship 3 Size: 4 Weight: 5 Move: 2 Knowledge: 6. Temporal Science 1 Determination: 6. slab-sided part is covered in large hemispherical nodules. Indomitable Will 2 Awareness: 2. Both factions use other species to compensate for their limited mobility. especially in dangerous environments. The weaknesses of the Daleks is that they are too logical and rely too heavily on their computers.

princes of Draconia have a green sash with a green gemstone. slightly sibilant voice. Eloquence 1 Draconians are a proud and noble species of lizard men whose empire at one time borders that of Earth in the Milky Way galaxy. Draconians speak with a harsh. Armour 6 and Strength 4. Computing 1. the Wounds value is added to the difficulty of any action that character attempts until the Wounds are healed. battle computer and life-support systems. About 2. Draconians have tall. Weapons Draconians use blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. round the ragged. Marksmanship 1. if these are removed. Flowing green and gold robes cover their scaly green bodies. The armour houses and protects a Dalek’s power plant. they often underestimate their enemies. and it takes much provocation for the Draconians to breach their treaties. When set to stun. Armour A Draconian’s tough. and pointed. pointy heads topped by a small crest of green scales. ‘My life at your command. cannot see. Astrogation 1. with an attack period of 24 hours. Wounds 4. Science 1 Determination: 5. Yet they are honourable: it is virtually unheard of for a Draconian to break his word. scaly skin counts as tough leather full armour. Daleks are supremely arrogant and overconfident. First Aid 1. Wounds 3 on stun) Armour: Full Armour 3 (scaly skin) Strength: 4 Control: 3. it is possible to squeeze a human into the armoured shell. the blaster paralyses an opponent. A Dalek with a disabled eye-stalk. blue sash. ornamental wings curve from the robes at the shoulders. The Draconians have earned the derogatory nickname of Dragons owing to their green skin and reptilian nature.’ Draconians are as civilized and as scheming as the next alien. they do not injure the creature inside. for example. Their brown faces are elongated with a black forked beard. he saved them from a deadly plague for which he was made a noble of Draconia. The Draconians are ruled by an emperor. and to do so is a tremendous breach of etiquette. green scales spread up from the neck.DOCTOR WHO — TIME LORD Weapons A Dalek’s built-in blaster inflicts 8 Wounds when set to kill and 4 Wounds on stun. Martial Arts 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6. both of which are Size 6. pointed ears and the back of the head. 93 . they respect the empires of other people and realize that war against an enemy as strong as Earth would be costly. Draconians of rank should be greeted with the words. DRACONIANS Weapons: Blaster (Wounds 6 on kill. whose court is on their home planet of Draconia. The Doctor has twice helped the Draconians. Attacks against these weak points only disable the respective part of the Dalek. Command 1 Awareness: 3. In Frontier In Space. Women are treated as second class citizens — they are not even permitted to speak directly to the emperor. Armour The metal casing that houses a Dalek is equivalent to full armour offering protection of Armour 9. providing protection of Armour 3. His rank is denoted by a large blue gemstone on a broad. There is no known cure. At the time of the fifteenth emperor. Their talon-like hands inflict 2 Wounds.2 metres tall. Although they have a strong martial tradition and a warrior’s code similar to that of the Japanese samurai. A virus developed by the Movellans specifically attacks Daleks: it is equivalent to a slow-acting poison. Weaknesses A Dalek’s physical weak points are its eye-stalk and the manipulator arm. the third Doctor averted a potentially catastrophic war between Earth and Draconia. In many ways they think and act like humans.

Each community is led by the oldest present Haemovore. Psychic Shield 3 Awareness: 3 ANCIENT ONE Weapons: Claw (Wounds 5) Armour: Psychic Shield counts as Armour 8 vs certain attacks Strength: 5. its voice has become harsh and sibilant. Fuse Metal 1. Psychic Shield 3 Awareness: 3 Haemovores are at the end of a possible evolutionary path for the human race: they are vampiric mutants whose origins lie in the pollutants with which. but is protected against certain attacks by its Psychic Shield. At first. Known as the Ancient One. Command 2. Weapons The sharp claws of a Haemovore inflict 4 Wounds. A millennium or two of mutation produces the final form: a broadly built. Science 1 Determination: 5. the one with the greatest powers. Limited Telepathy 2. the first of the Haemovores has by far the greatest powers. in the far future. its lips. they have become creatures of instinct. 94 . Fenric. and Fenric’s physical form was again destroyed. however. It is to the lesser Haemovores what Dracula is to the vampires he creates: it guides them mentally and can destroy them by exerting its will through the telepathic link that binds them. those of the Ancient One inflict 5 Wounds. Only their craving for human blood — a scarce resource in their future Earth — brings them from the oceans.2 metre tall creature of like power to the Ancient One. The creatures live in small communities in the depths of the oceans. changes: it puffs up and turns pale blue. Much of their power for rational thought. Although it still has the power of speech. is now a deathly white. otherwise they have no particular weakness. Swimming 2 Knowledge: 6. too. Although the Ancient One perished. 2. however. Brawling 2 Size: 3 Weight: 5 Move: 3. or in wrecks and caves on the seabed. In time. the Haemovores may yet again rise from the depths. Brawling 2 Size: 3 Weight: 4 Move: 3 Knowledge: 4 Determination: 5. an evil intelligence banished for centuries into the shadow dimensions by the Doctor’s trickery. a full red. as the chemical mutation passed on by its creator takes hold. If man cleans up the Earth and stops pouring chemicals and sewage into its seas and oceans. barnacle-like growths. Armour A Haemovore has no natural armour. has gone. Limited Telepathy 1. man poisons the Earth. The Ancient One and lesser Haemovores alike can all create new Haemovores by draining the blood from their victims: anyone killed by a Haemovore in turn becomes one. Its skin.DOCTOR WHO — TIME LORD Weaknesses A Draconian’s pride may provoke hasty action. and its fingernails. becoming encrusted with white. brought the Ancient One back through time to twentieth century Earth as part of a trap to catch the Doctor. a new Haemovore loses the power of speech and communicates through telepathy. the Haemovores may never have been: their appearance will have been nothing more than a temporal paradox. Quick Recovery 2 Control: 2. Its skin. HAEMOVORES & THE ANCIENT ONE HAEMOVORE Weapons: Claw (Wounds 4) Armour: Psychic Shield counts as Armour 8 vs certain attacks Strength: 4 Control: 2. a newly created Haemovore resembles the person it once was. long talons. Poisons 2.

claw (Wounds 5) Armour: Full Armour 9 Strength: 5. communication is automatic. however. with a difficulty equal to the distance in areas. is heavily based on trisilicate. Command 1. Eloquence 1 Ice Warriors are the warlike inhabitants of Mars who have adapted to their planet’s cold. Anyone who tries to resist the Haemovores must remain motionless in an area and concentrate on an object or a person they have faith in. a mineral that is abundant on Mars and which they are eager to exploit sources of. Brawling 2. Marksmanship 1. Limited Telepathy [Determination] Limited Telepathy is the exertion of mind power to communicate with other people or creatures at a distance. and their solutions to problems are usually direct and violent. Bureaucracy 2. performing much the same role as silicon does in Earth technology. They create a psychic barrier to the Haemovores of a difficulty equal to their Determination plus any relevant special ability. A Haemovore that fails to beat the difference between its Awareness and this difficulty is repelled by the person’s psychic field. Law 1. Wounds 4 on stun). against bullets. Indomitable Will 1 Awareness: 3. There are two distinct orders in the military hierarchy: the Ice Lords and the Ice Warriors themselves. Mechanics 1. Yet they are capable of great subtlety. opening the mind of the victim to the Ancient One’s and allowing the creature to Command the victim to enter the sea. Acute Hearing 1. Bureaucracy 1. Special Immunity (cold) 2 Control: 3. Limited Telepathy allows communication only between other telepathic creatures. Fuse Metal [Strength] This unusual ability is the power to form metal by pressure alone.DOCTOR WHO — TIME LORD Weaknesses Haemovores are repelled by a person’s faith. Robotics 1. 95 . harnessing their scientific advances to adjust the climate of planets to render them suitable for occupation. Gloating 1. at ranges greater than or equal to the ability. which creates a psychic barrier that they cannot penetrate. but useless against as passive attack such a poison gas. the creature must beat the difference. The Ice Warriors have a long tradition of expansion by military conflict. Electronics 1. It is effective. performing the role of diplomat or expedition leader. Trisilicate is the material used in their electronic circuits. At a number of areas less than the total ability of the telepathic creature. Marksmanship 2 Size: 3 Weight: 5 Move: 3 Knowledge: 6 Determination: 5 Awareness: 3. therefore. Ice Warriors are the NCOs and ordinary soldiers that are assigned bodyguard work on diplomatic missions. Psychic Shield [Determination] This ability provides a mental barrier against kinetic physical attacks. Engineering 1. Acute Hearing 1. blunt weapons and edged weapons. claw (Wounds 5) Armour: Full Armour 9 Strength: 5. Wounds 4 on stun). Science 1 Determination: 6. Ice Lords are the officers. Stealth 1 Size: 3 Weight: 4 Move: 3 Knowledge: 7. It allows the Ancient One to form talismans that act as a focus for Limited Telepathy. Pain Resistance 2. Their technology. Tracking 1 ICE LORD Weapons: Blaster (Wounds 8 on kill. arid environment. Special Immunity (cold) 2 Control: 2. It counts as Armour of protection equivalent to the total Psychic Shield ability — Armour 8 for a Haemovore. Computing 1. ICE WARRIORS & ICE LORDS ICE WARRIOR Weapons: Blaster (Wounds 8 on kill. Pain Resistance 2.

the Daleks attacked and largely destroyed a Mechanoid city in their attempts to catch and exterminate the Doctor. Precision 1 Mechanoids are the colonizing robots used by Earth to find and prepare planets for human occupation. electronic voices. sibilant tones. Ice Lords are slightly built versions of the Ice Warriors. but it is a sterile existence. Armour An Ice Warrior’s green. even when silent. Science 1 Determination: 6 Awareness: 3. Instead of hands. Seemingly betraying a reptilian background. At one time the Martian empire has been part of a federation of planets that has included Earth. Engineering 1. Size 7 target. frozen in a glacier. When anyone encounters a Mechanoid city. Marksmanship 3 Size: 3 Weight: 5 Move: 2 Knowledge: 6. sensors and its weaponry. MECHANOIDS Weapons: Blaster (Wounds 7 on kill only). Tufts of fur stick out from the joints in their green armour. Ice Warriors are a political species and able to recognize that negotiation. Ice Warriors tend to move slowly and deliberately. At the end of every action turn during which the ambient temperature difficulty is 5 or more. are used to repairing each other. A Mechanoid is about 1. every 5 degrees centigrade above this increases the difficulty by one. each Ice Warrior must beat the difference between its Strength and the difficulty to remain conscious. It cannot be assumed that the Ice Warriors are automatically the enemy: they may well be allies! It is easy to understand why Ice Warriors were mistaken for Vikings when they were first discovered on Earth. It uses sonic energy. Computing 1. however. at others.DOCTOR WHO — TIME LORD Like humans. and precede and finish their simple commands with spoken binary sequences. and at 2 to 2. Such prisoners will be well catered for. the Ice Warriors have been bent on the domination of Earth. Their armoured. both types have heavy pincers. Mechanics 1. an Ice Warrior inflicts 5 Wounds. 96 . Mechanoids have grating. flat metal cone sticks out: the column contains the Mechanoid’s main audio sensors. Alpha Centauri. but the Ice Warrior can recover consciousness only by beating the difference between its Strength and the environment. electric shock (Wounds 3) Armour: Full Armour 5 Strength: 4 Control: 1. This gap counts as an Armour 3. their breathing sounds laboured. they are clearly alien. Ice Warriors are used to cold. however. The heat does not inflict any Wounds. Constructed during the first few years of Earth’s expansionist period. the robots will confine him indefinitely until they are given the codes that they should receive from the colonists. At the top of the sphere. Weaknesses The only weak point in an Ice Warrior’s armour is the gap that exposes its mouth and jaw.2 metres tall. When striking with its claws. is sometimes the answer to conflict or the advancement of their civilization. scaly carapace. and the commands needed to gain access to the beautiful cities they create lost by man. Electronics 1. The metal triangular panels that comprise its outer skin conceal circuits. horny carapace and helmet count as full Armour 9. Arcturus and Peladon. and have infinite patience to rebuild their work should it be destroyed. Weapons The blaster attached to an Ice Warrior’s right wrist inflicts 8 Wounds when set to kill and 4 Wounds when set to stun.7 metres tall and looks like a multi-faceted. A narrow metal band runs round the middle of the robot and houses the two. not war. angular sphere on a low circular base. the Mechanoids have largely been forgotten. a small column topped by a broad. On the planet Mechanus. without the heavy carapace. Mechanoids. A temperature of 20 degrees celsius counts as an environmental difficulty of 4 to an Ice Warrior. the Ice Warriors speak in low. ridged limbs and helmet make them look as if they belong to an ancient civilization. slender metal feelers that the Mechanoid uses to operate machinery. Robotics 1. dry climates so they are particularly vulnerable to humid heat. however.

Behind a front panel on each Mechanoid is a blaster that uses heat energy. It inflicts 7 Wounds and can only be used to kill. A Mechanoid can electrify its outer skin to protect it from physical assault: anyone touching this receives an electric shock that inflicts 3 Wounds.

Mechanoids have the equivalent of plate metal full armour, providing protection of Armour 5.

Mechanoids are easily destroyed by most blasters, and have no particular weakness apart from their logical and restricted thinking.

Weapons: Blaster (Wounds 7 on kill, Wounds 3 on stun), fist (Wounds 2) Armour: Full Armour 6 Strength: 5, Iron Constitution 1 Control: 3, Brawling 1, Marksmanship 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6, Astrogation 1, Computing 2, Electronics 1, Explosives 1, Robotics 2 Determination: 6, Command 1 Awareness: 3, Precision 2, Striking Appearance 2 Strikingly attractive by human reckoning, with golden skin, dark, elongated eyes, and white plaited hair, the Movellans are not what they seem. Beneath their ribbed and padded close-fitting white tunics and knee-britches, is a humanoid body of plastics and metal: the Movellans are coldly logical robots. Their uniform also consists of white mid-length boots and a silver gun-belt, which also holds a power pack. Movellans are the deadly enemies of the Daleks, using their powerful battle computers to try to outwit Davros’s creations. Yet doing so has resulted only in stalemate: whatever the Movellans’ computers plot, the Daleks’ computers counter and vice versa. The stalemate is only broken in the far future when the Movellans develop a virus that attacks only Daleks: it virtually destroys the entire species. The Movellans are utterly ruthless, although they may well appear helpful and considerate when first met, an impression that is heightened by their soft, gentle voices. Their robotic nature, however, is revealed by their lack of emotions and efficient, probing conversations. Movellans are reluctant to be touched or seen in death by aliens: it would immediately reveal that they are not creatures of flesh and blood. They will sacrifice temporary allies and even themselves to attain their goals. Movellan scout ships have a crew of no more than a dozen, but the onboard computer has the power to replicate any of the crew members that are destroyed. The spaceship itself, partly buries itself on landing as a means of self-defence.

Movellans carry a small, cone-shaped blaster that has a built-in hand shield. The blaster inflicts 7 Wounds when set on kill, and 3 Wounds when set on stun. These robots, however. inflict only 2 Wounds with their fists.

A Movellan’s resilient body is equivalent to full Armour 6.

The external power pack on each Movellan’s belt is a serious weakness. If it is removed, the Movellan is deprived of power and collapses slowly to the ground. The power pack counts as a Size 7 target. Movellans are also completely logical: irrational actions are likely to outwit them.


Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 2) Armour: Body Armour 3 Strength: 5, Pain Resistance 2 Control: 3, Blunt Weapons 1, Brawling 1, Marksmanship 1 Size: 3 Weight: 5 Move: 3, Running 1 Knowledge: 2, First Aid 1, Wilderness Lore 1 Determination: 5 Awareness: 2, Tracking 1 Brutal and stupid, Ogrons have two great qualities: they are tough fighters and they are loyal to their masters. Brought out of a primitive, almost Stone Age existence by the Daleks to fulfil a role as mobile, aggressive guards, Ogrons have become mercenaries, hiring themselves out to whoever or whatever needs their services. Yet they are still a primitive people: Ogrons live in cave dwellings on their home planet, which they simply call Homeworld now they have discovered the existence of other planets. Known as Ogros to other civilizations, it is a bleak, rocky planet; it is also home to a large predatory reptile that the Ogrons worship as a god. Ogrons are about 2.2 metres tall and look like dark-skinned apes. They are largely bald, apart from some long, straggly hair that hangs down from the back of their heads. A prominent bony ridge casts their small, dark eyes into shadow; their heavy jaws heighten their almost neanderthal look. They typically dress in coarsely woven, baggy tunics and leggings, over which they wear a stout jerkin. Although Ogrons are capable of following orders well, they have no sense of initiative, and often overlook details that their masters consider important. They have gruff, deep voices which are difficult to understand. Although they may be lacking as conversationalists, Ogrons have an intuitive grasp of technology, and easily comprehend the function, if not the workings, of blasters, spaceships and the like.

Ogrons are armed with heavy duty blasters that inflict 6 Wounds on kill and 3 Wounds on stun. Their tough hands inflict 2 Wounds.

An Ogron’s jerkin is equivalent to tough leather body armour, offering protection of Armour 3.

Ogrons are superstitious and dreadfully afraid both of their god and their masters. Their stupidity means they are easily outwitted, unless they are in the company of an intelligent leader such as the Master or a Dalek.

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 4) Armour: Full Armour 7 Strength: 4 Control: 2, Brawling 1, Marksmanship 1 Size: 3 Weight: 5 Move: 2 Knowledge: 6, Computing 1, Electronics 1, Engineering 1 Determination: 6 Awareness: 2, Keen Sight 1, Tracking 1 Robots are an incredibly varied type of machine and can have greatly differing abilities. The most dangerous robots, however, are often humanoid in shape: the abilities listed above are such a robot whose duties include servicing machinery or guard duty. Specialized robots will have skills more appropriate to their duties. Robots have an important role to perform: they remove the need to use men for onerous, repetitive tasks and also help to cut overheads by obviating the need to pay wages. A robot will continue to work tirelessly, provided that no one interferes with its programming.


Many of the Doctor’s opponents use robots of some sort, and they are of sufficient menace not to be disregarded. Particularly intelligent robots become aliens menaces in their own right, such as the Movellans.

Not all robots are equipped with blasters, but those that are inflict 6 Wounds on kill and 3 Wounds on stun. A robot’s powerful hands inflict a number of Wounds equal to its Strength.

Most robots have a metal skin or framework which is equivalent to full metal plate Armour 7.

A robot is blinded if its optical sensors are covered or shot out; the sensors are Size 7 unarmoured targets. It can be completely discombobulated by disconnecting or destroying vital circuits.

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), claw (Wounds 2) Armour: Full Armour 6 Strength: 5, Iron Constitution 2, Special Immunity (pressure) 3 Control: 3, Brawling 1 Size: 3 Weight: 4 Move: 3, Swimming 3 Knowledge: 6, Computing 1, Electronics 1, Engineering 1, Explosives 1, First Aid 1, Science 1 Determination: 5, Command 1 Awareness: 3 Sea Devils are an intelligent reptilian species that live in underwater, air-filled cities at the bottom of Earth’s oceans. The are the underwater cousins of the Silurians, and like them retreated into hibernation chambers many thousands of years ago when a planet threatened to crash into the Earth. Many Sea Devils are still in hibernation awaiting the signal to awake: their instruments have yet to give the all clear because the collision never occurred. Only a few colonies have come to man’s attention as a result of his investigations of the seabed triggering the Sea Devils’ alarms. Once rulers of a great underwater civilization, the Sea Devils are not a martial species. Together with the Silurians, they made great scientific advances and developed a sophisticated culture. Those colonies that have woken to find man, a jumped up ape, running and ruining their planet naturally wish to remove this usurper. If the Sea Devils could trust man, however, and man could trust the Sea Devils, it would be possible to share the planet. The third Doctor tried, but failed, to achieve this compromise in The Sea Devils. Sea Devils are manlike lizards with a tough, green and brown leathery skin. Their turtle-like heads have beaked mouths and golden eyes with large black pupils. On each side of the head, a fan-shaped frill of skin sweeps backwards from the temple to shoulder level. They dress simply in a blue net robe that is tied at the waist by a white gun belt. Although Sea Devils are reptilian, they are much like humans in their mental make-up, with the same emotional frailties and strengths.

Sea Devils carry a compact, circular blaster that uses heat energy and inflicts 6 Wounds on kill, 3 Wounds on stun. It can be adjusted to act as a cutting torch, inflicting 6 Wounds an action turn at a range of zero areas. A Sea Devil’s clawlike hands inflict 2 Wounds.

The natural leathery skin of a Sea Devil counts as full Armour 6.

The only physical weaknesses in a Sea Devil’s skin are its eyes, which are unarmoured Size 7 targets. Hexachromite gas is a deadly poison to Sea Devils, counting as fast-acting poison, Wounds 5.


and the top of their heads are ridged and crested. Electronics 1. Wounds 5. is most often provided by security guards or soldiers: whether the guards are 100 . is the dominant life-form. Opposition. Wounds 3 on stun). Silurians are dismayed that man. a mere ape. As a weapon. their splayed feet have three toes and their three-fingered hands end in talons. First Aid 1. and can therefore be used as a cutting torch to melt and reform steel and rock: in this mode it inflicts 6 Wounds at a range of zero areas. but the creatures awaken only when man’s scientific experiments unleash enough energy to activate their hibernation machinery. emits infra-red radiation that can be used as a weapon or emitted in pulses to operate scientific machinery.DOCTOR WHO — TIME LORD SILURIANS Weapons: Blaster (Wounds 6 on kill. The small. Weaknesses Silurians are vulnerable to hexachromite gas. The Silurians’ instruments never detected the post-disaster conditions they expected. SOLDIERS Weapons: Depends on time and space. It uses heat. Explosives 1. Wilderness Lore 1 Determination: 3 Awareness: 2 Many of the Doctor’s adventures take place on Earth or on one of Earth’s colonies. Engineering 1. however. never happened: the planet went into orbit round the Earth and became known as the Moon. Science 1 Determination: 4. however. The impending disaster of a planet crashing into the Earth forced the Silurians to retreat into underground caverns. although their first given name has stuck. First Aid 1. focusing infra-red energy on its target. when apes were considered as unintelligent playthings. It counts as a fast-acting poison. Command 1 Awareness: 3 Silurians should more accurately be described as Cretaceans. There are colonies of Silurians all over the Earth. It is also possible to shoot at a Silurian’s small eyes: these are heavily lidded and count as Size 8 targets. which is poisonous to them. resulting in a deep. it has a maximum range of four areas. Armour A Silurian’s tough skin counts as full Armour 6. Flat trapezoid ears jut out from the side of their heads. claw (Wounds 2) Armour: Full Armour 6 Strength: 5. electronic locks and the like. Weapons A Silurian’s third eye in the centre of its forehead is both a weapon and a means of operating equipment. where they went into hibernation. forcing the Silurians into a sleep of many thousands of years. A collar of rough skin falls down to their shoulders. The Silurians are related to the Sea Devils. No firearm capable of inflicting more than 6 Wounds on kill Armour: Depends on time and space. The disaster. the Silurians would like to see the upstart eliminated so their golden civilization could be restored. their underwater counterparts who were also forced into hibernation. warbling voice. Silurians have manlike brown bodies that are covered in fine scales. round and almost sucker-like mouth is not suited to human speech. A third eye. They once ruled the Earth at the time of the dinosaurs. where he encounters all types of people. located in the central crest. Computing 1. None better than Armour 6 Strength: 4 Control: 3 Size: 3 Weight: 4 Move: 3 Knowledge: 4. Iron Constitution 2. it inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. Special Immunity (heat) 2 Control: 4 Size: 3 Weight: 4 Move: 3 Knowledge: 6.

range 4 areas) Armour: Full Armour 8 Strength: 6. which offers protection of Armour 4. Keen Sight 2 Sontarans are built and bred for war. Special Immunity (high gravity) 2 Control: 3. By human reckoning. Martial Arts 2 Size: 3 Weight: 5 Move: 3. which protects the head as partial armour 5. Astrogation 1. as well as a plate metal helmet. Warriors from countries such as Egypt would not have the benefit of armour. Wilderness Lore 1 Determination: 6. The Sontarans’ home planet. has a high gravity. Sontarans have only two fingers on each hand and opposable thumbs. Gloating 1 Awareness: 1. Robotics 1.DOCTOR WHO — TIME LORD from medieval England or a starship. with squat features and small red piggy eyes. it is geared to war. Acute Hearing 2. brown dome-like heads. Coarse bristles sprout in tufts from their ears and chins. Apart from a few basic soldiering skills. that are equipped with the necessary laboratory equipment to assist their in tasks and which also act as the 101 . Wall guards may be armed with crossbows instead of spears. offering protection of Armour. which offers protection of Armour 5. Command 2. bordering on limited time travel. Their manlike form is encased in flexible. gunmetal-coloured space armour. soldiers may be given plastics fibre body armour. Medieval worlds Knights are usually equipped with flexible metal body armour. which is partial Armour 5. a subject at which they are masters after countless years of conflict with the Rutans. Temporal Science 1. Sontarans are encountered individually and are usually scouts sent out to reconnoitre terrain or analyse the physical and mental weaknesses of the enemy. which offers protection of Armour 2. Computing 1. however. Industrial revolution worlds Guards and soldiers alike will have no armour and use muzzle-loading muskets. but would be similarly armed. Ancient worlds Greek and Roman warriors wear plate metal body armour. Future worlds Man has long realized that the best armour he can make is useless against the destructive power of blasters. Modern worlds When on special assignments. Normally. SONTARANS Weapons: Blaster (Wounds 6 on kill. Their main weapon is the spear. a sort of intelligent. a smooth. at the referee’s discretion they may have a sword as a secondary weapon and a shield. Piloting 1 Knowledge: 6. which counts as partial Armour 5. Much of the time. Sontar. A superstitious people might easily believe them to be goblins. and the species’ stocky. Remember that these weapons are inaccurate and increase the difficulty to hit a target by one. about 5 metres in diameter. They are also limited conversationalists: the longest line such referee characters are likely to get in an adventure is ‘Aaargh!’ — the number of A’s is optional. UNIT troops are in this category. Although Sontaran technology is highly advanced. Castle guards will be armed with a spear and have soft leather body armour. Wounds 3 on stun. these men have few special abilities. Marksmanship 2. A translation box on a wide belt allows a Sontaran to understand and speak any language. They will be armed with a sword and shield. Soldiers in this period will be unarmoured apart from a plastics fibre helmet. Scouts have spherical spaceships. Gallifreyan Citadel guards fall into this category. heavily muscled bodies reflect this. both of which count as guns with magazines. Electronics 1. Soldiers will usually be equipped with automatic rifles or submachine-guns. Engineering 1. phosphorescent green jellyfish. Sontarans are ugly: they have smooth-skinned. they are all basically the same: only the weapons and armour differ. Science 2. They will be armed with blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. they are unarmoured except for a plate metal helmet. dome-like helmet with narrow eye holes provides complete protection for the head. Meeting a Sontaran is like meeting Humpty Dumpty with an attitude.

Sontarans act alike. Weaknesses A Sontaran’s only weakness in its armour is the probic vent at the back of its neck. Each hour a Sontaran is away from its ship counts as a cumulative difficulty against Strength against which it must test at the end of every hour in order to remain active. Control Gravity 1 Awareness: 3 GRAVIS Weapons: Claw (Wounds 2) Armour: Body Armour 4 Strength: 4 Control: 2 Size: 3 Weight: 5 Move: 2 Knowledge: 6. Sontarans have little skill at negotiation. Control Gravity 1 Awareness: 3 Tractators are harmless burrowing beetles that live in tunnels beneath a planet’s surface. a full invasion force is sure to be close by. Armour Sontaran space armour counts as full Armour 9. which can grow only by colonizing new planets. too: they respect military hierarchy and are used to ordering people about. Sontarans are always mobile. the blaster inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. which compensate for a shortage of real abilities. pointing out that up to a million cadets are hatched at a time at the Sontaran Military Academy. The main tool is a multi-purpose blaster and control rod. By modulating the light energy it emits. a super-intelligent Tractator with the ability to unite the lesser Tractators into an organized force. Sontarans are clones: all of them look alike. It must not be forgotten that although they are a martial race and relish even other people’s conflicts. a narrow black tube about 30 centimetres long that is slung from the right side of a Sontaran’s belt.DOCTOR WHO — TIME LORD control centre for their operations. When used as a weapon. It is considered as having Determination 4 and a range of zero areas for this purpose. Engineering 1. retreating to their space ships to do so. The Gravis is the driving force behind the expansion of the species. Mechanics 1. however. They consider all other methods of reproduction as weaknesses. Weapons The Sontarans are highly dependent on their equipment. enabling the species to sustain tremendous casualties in war. Astrogation 1. the species produces a Gravis. TRACTATORS & THE GRAVIS TRACTATOR Weapons: Claw (Wounds 2) Armour: Body Armour 4 Strength: 4 Control: 2 Size: 3 Weight: 5 Move: 2 Knowledge: 3 Determination: 3. Wherever there is a scout. for at least six hours after each recharging. Sometimes. With the ability to construct sophisticated and accurate mining equipment. which is exposed even while the protective helmet is worn. therefore. it has a limited range of 4 areas. Electronics 1. they have a high intelligence. the rod can be used to hypnotize and control subjects. Sontarans need to recharge their energy periodically. the Gravis oversees the 102 . Weak pulses from the rod can be used to control Sontaran machinery. Science 1 Determination: 5. It counts as an unarmoured Size 7 target.

Brawling 2. Its soft underbelly counts as soft leather partial armour. need a supply of humans. the Tractators revert to harmless. however. sleeping or sick targets and dragging them through the very earth by dint of their gravitational powers. Strength 7). Precision 1. Yetis look almost comically squat because of the breadth of their bodies. sucker-like base which allows it to move. pressure) 2 Control: 2. Knocking the Gravis unconscious or moving him away from the same planet will break his control. purposeless creatures. carrying out physical tasks that either the intelligence or its human agents cannot manage. The strength of the gravitational force is equal to the Tractator’s total ability (6 in the case of the Gravis. a Tractator will attack with its stubby claws. which the Yetis usually slash violently at an enemy. They are about 2. enabling the Tractators to travel through space. The creatures have a terrifyingly loud roar. Indomitable Will 2 Awareness: 3. short tendrils are visible between the Tractator’s thick lips. but the effect is to increase the Tractators’ total ability at Control Gravity. If forced to. They are its tools on Earth. Once the colonists have built up sufficient numbers to guarantee a permanent supply of usable minds. picking on weakened. instead of the more usual brown. Tractators.1 metres tall. Iron Constitution 2. A living subject in the gravitational field can try to break free using its Strength against a difficulty equal to the total mental ability of the Tractators. about 40 centimetres long. the Yetis were given the form of abominable snowmen. causing to crash on the planet. Tracking 1 Yetis are unintelligent robots that are controlled by the Great Intelligence. a being of pure thought from another dimension.DOCTOR WHO — TIME LORD building of tunnels to turn the centre of a planet into a giant gravity motor. Marksmanship 2 Size: 3 Weight: 5 Move: 3 Knowledge: 2 Determination: 6. Armour A Tractator’s chitin counts as body armour with a protective value of Armour 4. which they operate until their minds burn out. Large. shovel-like hands. Two antennas. stubby arms with ridged. or other intelligent minds. When awakened by the Gravis. The back of a Tractator is protected by black chitinous segments. YETIS AND THE GREAT INTELLIGENCE YETI Weapons: Web gun (grapple attack. bipedal and covered in long shaggy brown fur. the Tractators move in. The Gravis is identified by its predominantly green skin. yet they are dangerous: their hairy hands end in razor-sharp talons. cold. Weaknesses The Gravis is the Tractators’ greatest weakness. black leathery snout and yellow fangs are barely visible through the mass of fur. 4 in the case of other Tractators). Tractators stand upright and are about 2 metres tall. which inflict 2 Wounds. glassy eyes stare out sideways from an almost fishlike head. Their red eyes. the Gravis will seek to divert passing spaceships. Tractators may increase the strength of the field by concentrating the mental power against one subject: the rules for group fire are used. stick out from the top of the head and provide the means of directing and channelling gravitational energy. and instead of teeth. The difficulty of moving a target is equal to its Weight plus the number of areas it is to be moved. Originally constructed in the Himalayas. tufts of black fur stick out from the overlapping sections. Special Immunity (heat. Without him. talon (Wounds 5) Armour: Full Armour 8 Strength: 5. 103 . It has a pair of short. Control Gravity [Determination] The ability to influence gravitational fields through mental control is imparted by the Gravis to his subservient Tractators. offering protection of Armour 2. to provide the living intelligence that powers and guides their mining machinery. Its underbelly is a pale brown colour as is the broad. Weapons The main weapon used by Tractators is their Control Gravity ability. These people are then harnessed to the mining machines. The concentrated gravity field manifests as a pink nimbus around its target. If no such minds are readily available.

Determination 8 (Special abilities of Hypnotism 1. the Yetis. Weaknesses Each Yeti receives its instructions through a silver control sphere about 10 centimetres in diameter that fits into a cavity in its chest. are semi-intelligent and will seek out inactive Yetis: they have Move 1 for this purpose and can fly or levitate. Weight 2 and full Armour 8. Although the web does no damage. a Yeti is inactive: it is like a machine that has been turned off.DOCTOR WHO — TIME LORD Human agents control the Yetis about by moving scale models over maps of the local terrain: the models act as a focus through which the intelligence can channel its Determination to make the Yetis do its bidding. A great dome-like head meets the shoulders direct. however. there is no trace of a neck. The web also has the ability Special Immunity (fire) 3. the Great Intelligence drifts through time and space. but even the Doctor’s mind is too weak to contemplate such an action. looks unpleasantly rubbery and is slimy to the touch. seeking entry into the world of men. Brawling 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6. THE GREAT INTELLIGENCE Exiled from another dimension. It is theoretically possible to destroy the intelligence in psychic conflict. This telekinetic ability can produce physical manifestations similar to cobwebs. counting as a Wounds 6 slow-acting poison with an attack period of one action turn. Lines of sucker-like nodules run along the limbs and spine. A Yeti inflicts 5 Wounds when it attacks with its talons. or even an active relic of the intelligence’s previous visitations. A pyramid of control spheres is sufficient a focus for the intelligence to channel itself through. If its focus is destroyed before it can build up sufficient power to enter the physical world. resilient cobwebby substance that binds or envelops its target. which in effect it hypnotizes and then possesses. The guns have a range of only 1 area. ZYGONS Weapons: Electric charge (wounds 4. Armour The metal skeleton and cladding of a Yeti is equivalent to full Armour 8. Control spheres. and their control spheres. a Zygon’s fingertips end in small suckers. Once the intelligence has a human agent. and form a crest on the Zygon’s head. Cybernetics 1. Indomitable Will 1 and Telekinesis 1) and Awareness 7. Without a control sphere in place. move or restrain inanimate objects by thought alone: the difficulty of doing so is equal to the object’s Weight plus the number of areas to be moved. it can gather together the materials necessary to build its robot servants. It slowly suffocates a target. to restrain or move objects. the intelligence is temporarily banished. Deep-set. which is a Size 7 target. 104 . The TARDIS was once restrained in this fashion. Gloating 2. Telekinesis [Determination] This special ability gives the intelligence the power to lift. its green and orange skin. Its prime human agent gains the mental abilities of the intelligence. however. Independent Spirit 1 Awareness: 3. a pug nose and a slight. A Zygon’s manlike body is upright and bipedal. puckered mouth give the Zygons an air of brooding menace. A flap of fur usually conceals and holds in the sphere. It can exert its powers through space. range 0). Shapechange 3 Zygons are refugees from a stellar explosion that destroyed their home world of Zygos. just the abilities of Knowledge 8. Electronics 1. It requires a mental focus in order to materialize: this focus can be the mind of an oriental mystic caught wandering in the astral plane. small eyes. it counts as a successful grappling attack made by an opponent with Strength 7. Their other relevant abilities are Strength 3. Control 3. enabling it to resist burning and even to contain explosions. fist (Wounds 2) Armour: Full Armour 6 Strength: 5 Control: 3. The Great Intelligence has no corporeal form. tangible evidence of the intelligence’s work. Weapons Yetis are sometimes equipped with web guns that emit a tough. such as a Yeti control sphere. Science 2 Determination: 6. Computing 1. First Aid 2.

record their body prints and allow shapechanged Zygons to take their places. Their skin is equivalent to full Armour 6. The specimens need to be held onboard the Zygon spaceship in the event that their body print fades. 105 . however. Weaknesses Zygons have no real physical weaknesses. amphibious dinosaur-like creatures whose lactic milk is a vital component of the Zygons’ life cycle. Particularly advanced shapechanging techniques. but they can be damaged by bullets. can lead them to underestimate their opponents. The Doctor had to deal with a Zygon spaceship and crew on Earth in Terror of the Zygons. usually machine assisted like that of the Zygons. Zygon spaceships usually carry tanks containing Skarasen embryos. sibilant voices sound menacing and betray the fact that Zygons are arrogant. preferably including key political figures. Zygon technology uses organic materials.DOCTOR WHO — TIME LORD Their burbling. Even a Zygon spaceship is partly organic. with the result that it resembles the creatures themselves: consoles have rubbery nodules as controls. Armour Zygons have a tough hide. when the Zygons planned to modify the Earth’s climate to make it more suitable for their species and its herds of Skarasens. Confident in their own superiority over other species. and connections are usually in the form of suckers on long rubbery stalks. even going as far as committing genocide. A Zygon’s fists inflict 2 Wounds. The usual procedure is to capture suitable specimens. the Zygons seek new worlds to make habitable: they prefer warm wet climates. Zygons will use any tactics they feel are necessary. It is the ability exactly to mimic the physical appearance of another creature or person. provided that they have recorded its body print. also transfer some or even all of the copied subject’s memory. Shapechange [Awareness] The ability of Shapechange is a very sophisticated form of Disguise. Their arrogance. Because they are desperate to survive. Zygons have developed a body transference machine that allows them to adopt the physical form of any creature. Weapons A powerful electrical charge emitted from a Zygon’s fingertips is its only offensive weapon: it inflicts 4 Wounds and counts as a close-combat attack.


Throughout his travels, the Doctor has met and made some enemies that have returned again and again, either to seek revenge for their defeats or simply by chance. These villains are characters in their own right that deserve careful role-playing by the referee. None of them would unnecessarily endanger themselves, and certainly would make the most of any opportunity to escape should events prove too dangerous for them. Referees who like to give their players a challenge could easily give one player the role of a villain. Such a player should co-operate with the referee as far as developing a plot goes, but should also improvise, creating deadly traps for the other players to fall into. Having a real villain, rather than letting the overstretched referee handle the task, will give players a real third party to negotiate with and outwit.

Apparent age: over 100 Species: Kaled Equipment: Armoured, mobile base (body Armour 9) Strength: 3, Cheat Death 3, Iron Constitution 2, Regenerative Powers 2 Control: 2, Sleight of Hand 2 Size: 4 Weight: 5 Move: 2 Knowledge: 7, Computing 2, Electronics 1, Engineering 1, Mathematics 1, Poisons 1, Pseudoscience 2, Robotics 2, Science 1 Determination: 7, Command 1, Gloating 1, Indomitable Will 2 Awareness: 2, Acute Hearing 2, Bureaucracy 2, Eloquence 3 The Kaled scientist Davros is responsible for one of the greatest evils ever to be inflicted on the universe: the Daleks. Originally created as simple engines of war to eliminate the Thals, the Kaleds’ rivals on the planet Skaro, the Daleks have gone on to terrorize the universe. Yet they are beaten time and time again by the Doctor; they even lose their centuries-long war with the Movellans, who develop a virus that is deadly to Daleks. It is the weaknesses of the Daleks that bring them back to Davros, who in turn needs the Daleks to satisfy his lust for power. Although Davros is a genius, he is clearly quite mad. But his madness makes him the most dangerous paranoid megalomaniac in the universe. He is determined to eliminate the weaknesses of the Daleks and bring his creations back under his control, and he has no compunction about killing or crippling people in the course of his scientific experiments. He is as ruthless and cruel as the Daleks, although he still has vestiges of benign emotions which enable him to manipulate other people through pity. The Daleks are now split into two factions: pure strain Daleks and Imperial Daleks. Pure strain Daleks are those created by Davros’s original genetic experiments; Imperial Daleks are the more advanced Daleks that Davros is currently experimenting on to produce the ultimate fighting machine. Mutants that Davros produces which are unsuitable as Daleks are rejected and consigned to the outside world to survive on their own. These mutants usually stay near to Davros’s laboratories, making fearsome guards. Davros rules the Imperial Daleks in the guise of the Emperor Dalek. A cripple, Davros was already confined to an armoured, self-powered chair before his creations turned on him. This base is like the bottom half of a Dalek, with black panels and silver hemispheres in rows on each slab. It contains his life-support system, communications equipment, and even a few dirty tricks to overcome enemies. As Emperor, Davros has simply topped this base with a broad dome, about 1.5 metres in diameter, with a single eye-stalk. The front of the dome can be lifted to reveal Davros himself. His wrinkled, brown-skinned and hairless head is surrounded by a cage of electrodes. In the centre of his forehead, suspended by the cranial cage, is a blue electronic eye which allows Davros to see: he is otherwise blind. His upper body is covered by a black, plastics tunic. One arm hangs uselessly by his side, the end disappearing into the top panel of his armoured chair; his right arm and hand control the switches and buttons. Davros’s voice is electronically augmented, and sounds like the harsh, metallic voice of a Dalek.

Davros has no offensive capability. The control panels of his armoured base, however, may conceal probes and drugs that can be used to bend the minds of people and Daleks to his will. Davros needs to be in the same area as his victim to strike with such weapons.


Davros’s armoured base is made of the same material as Dalek armour; it is equivalent to body armour offering protection of Armour 9. In his guise as Emperor Dalek, Davros has the equivalent of full Armour 9.

Like his creations, Davros is not very mobile. His upper body is vulnerable to aimed shots if it is not protected by the Emperor Dalek dome and counts as an unarmoured Size 6 target. Davros is aware of his weaknesses, however, and even resorts to using simulacra of himself to decoy attacks. The main control panel on his armoured base houses his life support controls. Anyone who learns of their existence and location can threaten to turn Davros off, in which case he becomes quite amenable to their demands.

Apparent age: late 30s Species: Human Equipment: Blaster (Wounds 6 on kill, Wounds 3 on stun), grenade (Wounds 7), Armour 5 body armour Strength: 5 Control: 4, Brawling 2, Lockpicking and Safecracking 1, Marksmanship 2, Stealth 2 Size: 3 Weight: 4 Move: 3, Piloting 1, Running 1 Knowledge: 5, Astrogation 2, Computing 1, Electronics 1, Engineering 1 Determination: 3, Independent Spirit 2 Awareness: 3, Bargaining 3, Gambling 1 Glitz, a small-time crook with small-time ambitions, is more a rogue who finds himself on the wrong side of the Doctor than a real enemy who is out for the Doctor’s blood or brain. Although he will co-operate when circumstances require teamwork, Glitz is always out for himself and constantly looks for opportunities to improve his wealth, health and general safety. If that means shooting or betraying someone, Glitz is happy to do so. If Glitz cannot negotiate a good deal for something he wants or win it in a game of chance, he will put his mind to stealing it. He has great confidence in his bargaining ability, even when opposed by obstinate or unwilling traders, and is sometimes too confident for his own good. Glitz will consider working for a patron — even someone like the Master — if he believes that he will gain in the end. He is not an idiot, though, and seldom trusts his patrons. Even the crew of his spaceship, The Nosferatu, are not worthy of his trust: he sold one particularly mutinous crew. In effect Glitz is a buccaneer of the space lanes, although he prefers to describe himself as a scholarly philanthropist. He is fond of using long words to confuse his minions and to make him appear more educated than they are. His rough background is betrayed, however, when he comes across objects of great value, to which his usual response is ‘Must be worth a lot of grotzits’ or ‘I can do you a deal on that.’ A native of the planet Cilostephus, in the constellation of Andromeda, Glitz has spent some time studying, as he might say, the architecture of rudimentary behavioural reform establishments: in other words, he has been in prison. The Nosferatu, Glitz’s spaceship, is any craft that Glitz happens to acquire on his travels. The Nosferatu 1 was destroyed on Ice World; The Nosferatu 2 was simply the commandeered vessel of Ice World’s late ruler, Kane. Glitz’s propensity for gambling and adventure means he is likely to lose and gain several spaceships, so his craft may not be immediately recognizable to the Doctor. Although Glitz is lazy and prefers his minions to do any hard work, he will take over when competence is required. He resents being pushed around by anyone, even if they have the authority and are in the right. A stocky, well-built man, Glitz wears swashbuckling attire: a loose-fitting, multi-coloured silk top, a studded leather shoulder-guard worn over his right shoulder, baggy black trousers and calf-length brown boots. His curly black hair is greying slightly, and his sideburns are fashioned into narrow bars. Glitz’s green eyes are mischievous and calculating. Although Glitz rarely works alone, he seldom works with the same people twice, usually because he has diddled them out of any promised remuneration. His crew typically consists of criminals like himself but without the brains for organized action. At the end of Trial of a Time Lord, Glitz left Ice World accompanied by the Doctor’s companion Mel, who was determined to change his criminal ways. In future encounters with Glitz it may be that Mel is present, probably still trying to reform him.


His blaster can be set to stun, inflicting 3 Wounds, or to kill, inflicting 6 Wounds. For contingencies, Glitz usually carries a small but powerful grenade which is concealed up one sleeve of his tunic. The grenade inflicts 7 Wounds to anyone in the same area when it explodes and 3 Wounds to anyone in an adjacent area.

Glitz wears virtually unnoticeable plastics fibre body armour beneath his tunic. Aimed attacks need to be made at his head or limbs to avoid hitting this protection, which is Armour 5.

Apparent age: early 40s Species: Gallifreyan Equipment: Tissue compression eliminator (Wounds 9, range 1 area), or a blaster (Wounds 6 on kill, Wounds 3 on stun) Strength: 4, Absorb Form 1, Cheat Death 3, Iron Constitution 2 Control: 5, Leaping 1, Martial Arts 1, Sense of Balance 1, Sleight of Hand 1, Stealth 2, Thrown Weapons 1 Size: 3 Weight: 4 Move: 3, Driving 1, Piloting 1, Running 1 Knowledge: 6, Astrogation 1, Computing 2, Electronics 2, Explosives 2, First Aid 2, Law 2, MacGuffin 2, Mechanics 1, Medicine 2, Occult 2, Pseudoscience 1, Science 2, TARDIS 2, Temporal Science 2 Determination: 7, Command 1, Gloating 2, Hypnotism 1 Awareness: 4, Acting 2, Con 3, Disguise 3, Eloquence 2, Striking Appearance 2 The Master and the Doctor are contemporaries, rival Time Lords from their student days at the Academy on Gallifrey. Although the Master is also a renegade, he is dedicated to creating chaos and destruction throughout the universe, sometimes just for the fun of it. At the same time he seeks power over others. Once friends, the Doctor and he are now the bitterest of enemies: the Master is determined to kill the Doctor and lays deadly traps through space and time to attain this objective. No trick is too low for the cunning Master. He will threaten and endanger the lives of innocents and enlist the help of the most dangerous aliens in the universe if he believes it will give him power. The Master has even resorted to working with the Daleks. He is an ally of dubious worth, however, as he is always out for his own good, and will betray his allies if it is expedient to do so. Charm and subtlety are the two main weapons of the Master. He is devilishly charismatic, disarmingly polite and well-dressed, enabling him to sway people to his way of thinking by simple argument and strength of personality. If gentle persuasion does not work, he uses hypnotism; if that fails he resorts to anger, threats and abuse. It is in failure that the Master’s megalomaniac personality comes forth, although he is quick to suppress any outbursts of temper. The Master’s plans, however, are seldom straightforward. He uses a devious selection of traps to snare the unwary or to ensure he has time to escape when his plans go wrong. His quest for power leads him to investigate powerful civilizations in attempts to learn their secrets. The Master will use the superstitions and beliefs of a people against them while manipulating their technology. Yet he sometimes underestimates both the resolve of the people and the power of their technology, ending up with nothing. He is a formidable expert at disguise, using rubber masks to hide his true appearance and deceive his enemies. Unlike the Doctor, the Master no longer has the power of regeneration because he has reached the end of his natural life cycle. By force of will and hatred for the Time Lords and the Doctor, however, the Master kept his decaying thirteenth incarnation alive long enough to absorb body of Consul Tremas of Traken, whose form he now adopts. The Master has dark, short swept-back hair, a pointed beard and moustache, and blue eyes and dark, brooding eyebrows. He wears a simple black jacket and trousers, with an ornate collar that is embroidered with silver in a diamond pattern. He wears black gloves.

The Master’s deadliest weapon is the tissue compression eliminator, which looks like a black rod about 4 centimetres in diameter and 25 centimetres long. It is equivalent to a blaster that inflicts 9 Wounds but has a range of only one area; if it kills its target, that person is shrunk to one sixth of his height and weight. The discovery of the doll-like remains of this weapon’s victims is a sure sign that the Master is around. Sometimes the Master will use an ordinary blaster that inflicts 6 Wounds on kill and 3 Wounds on stun. He also has recourse to a variety of explosive traps and electronic gimmicks.


Temporal Science 1 Determination: 5. If he succeeds. for example. History 2. Iron Constitution 2. The Monk is not an evil character. Regenerative Powers 3 Control: 4. cheerful face. Blunt Weapons 2. He is quite handy with improvised blunt weapons. He must first beat the difference between his total Absorb Form ability and the target’s Strength to physically take over. his motives and plans are sometimes transparently obvious. He has a round. the Monk has a habit of accidentally leaving anachronistic clues to his presence. he must then beat the Determination of the host’s mind using his Determination in order to control both mind and body. Although his TARDIS’s chameleon circuit works. MacGuffin 1. First Aid 2. Astrogation 2. completely unconnected with main events. is a mischief-maker and interferes with the proper course of events on planets in his attempts to improve history. when his schemes are running smoothly. Gloating 2 Awareness: 4. Most of the time. The Monk believes that technology should be given to primitive societies so they can improve their lot in life. He longs to get revenge on the Doctor. Running 1 Knowledge: 6. Stealth 2 Size: 4 Weight: 4 Move: 3. Con 2. to forestall the Viking invasion fleet that left King Harold’s forces to exhausted to beat off the Normans in 1066. the Meddling Monk is a renegade Time Lord who cannot abide the restrictive practices of his people. and incredibly pleased with himself. Very much into creature comforts. Cheat Death 3. too. historical losers who he believes have a better culture and deserve to survive rather than perish at the hands of a crasser people. slightly greying hair. He is quite jovial. allowing the time and space machine to fit in with its surroundings. bringing technological fire to its people. hoarding trophies in his TARDIS that have been taken from all periods and places in time and space. Disguise 2. Intuition 1 Like the Doctor.DOCTOR WHO — TIME LORD Absorb Form [Strength] If the Master’s body fails him. Yet he behaves childishly and sulks when his plans are balked. Weapons The Monk is not normally armed. He is the Prometheus of the cosmos. Medicine 2. Although he is a clever and devious schemer. although his TARDIS usually has stocks of weapons from all times. from gramophone records for sound effects to atomic cannons to destroy his enemies. the Monk carelessly leaves objects outside it: in his secluded base. the Monk is careless. The Monk will use any technological aid he can to further his plans. TARDIS 2. It was his intention. just a misguided one. however. he can attempt to absorb the body of another. THE MEDDLING MONK Apparent age: late 40s Species: Gallifreyan Equipment: None Strength: 3. nor does he wear armour. brown. Acting 2. He also champions the underdogs. Robotics 1. a disguise that allows him to pass freely through the primitive societies which he seeks to enlighten. and green eyes. the Monk dresses in a brown habit and round cap. who has twice stranded him. Science 2. and may well turn up as a third party in an adventure. Only the Doctor’s timely intervention thwarted the Monk’s plan. 109 . it is possible to find modern kitchen equipment and power lines. Pseudoscience 1. He is a collector. Electronics 2. The Monk.

she considers herself above the need for petty feuding. Out of her disguises. Stealth 2 Size: 3 Weight: 4 Move: 3. and she is forced to experiment wherever she can temporarily set up a base. Escapology 1. Temporal Science 2 Determination: 6. and she seeks him out only when his talents are necessary to success. Her TARDIS is a monument to her genius: inside. She typically wears futuristic clothing: a crimson. Although the Doctor has ruined her experiments in the past. Mathematics 1. The Doctor is merely a brilliant tool for her to use to further her experiments. Human beings are a particularly rich source of raw materials for her experiments: the Doctor has said she regards people only as walking heaps of chemicals. These typically take the form of mines detonated by trip wires. Pseudoscience 1. The grubs she impregnates with mind-controlling drugs and feed to her potential slaves suppress the Determination of their host. means that the Doctor often fails to recognize her and only too late realizes who he is up against. sparkly tunic. however. Medicine 1. nor does she wear armour. Striking Appearance 2 The Rani is an exceptionally talented Time Lord whose main talent is neurochemistry. Her heart-shaped face has high cheekbones. crimson trousers and red-leather mid-length boots. She also uses chemicals and drugs rather than mental powers such as hypnotism to ensure obedience. Computing 1. resulted in the Time Lords banishing her from Gallifrey. TARDIS 2. Long. her eyes are a chilling blue-grey. are usually elaborate. however. Electronics 1. metallo-plastic bracelet which provides audiovisual communication with her minions and spy cameras. Acting 2. Her completely unethical approach to her experiments. Explosives 2. The drug is equivalent to a Wounds 4 fast-acting poison: if it beats the difference between its Wounds and the target’s Strength. In such events she carries a small blaster that inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. 110 . Command 1. making them subservient to the Rani’s will. First Aid 2. brunette hair tumbles down over her shoulders and back. she is also an outstanding genetic engineer. The poison does not injure its target. Weapons The Rani does not habitually carry a weapon unless she believes her victim is going to resist. Con 3. Indomitable Will 1 Awareness: 4. Disguise 3. communications bracelet Strength: 4.DOCTOR WHO — TIME LORD THE RANI Apparent age: mid 40s Species: Gallifreyan Equipment: Blaster (Wounds 6 on kill. Sleight of Hand 1. the subject’s mind becomes receptive to the commands of the Rani. Usually she relies on an impressive arsenal of traps to protect her base or to stop captives escaping. MacGuffin 1. however. the Rani is a strikingly attractive and imperious woman. Running 1 Knowledge: 7. Wounds 3 on stun). Brawling 2. It does not matter to her whether the drugs cause pain or death. Science 1. The mines inflict 10 Wounds to anyone in the same area who treads on them: anyone who enters the same area as a mine will be blown up unless they can beat the difference between their Awareness and the difficulty of spotting the mine (its Size of 6). as well as operating scientific apparatus. Iron Constitution 2. and seldom tries to be too clever for her own good. Her great talent for disguise. Gloating 2. Cheat Death 3. Poisons 1. Regenerative Powers 3 Control: 4. Her traps. On her left wrist she wears a broad. The Rani uses stealth and subtlety to achieve her objectives. but the total Wounds it inflicts is the difficulty that the person has to beat to recover from the drug and throw off the Rani’s control. Robotics 1. such side effects are not enough to make her abandon her experiments. preserved or dormant specimens of creatures are displayed like ornaments in glass containers.

The Mentors are skilled traders in the universe’s commodities who are rarely on the losing side of a deal. Command 2. The Mentors employ drugged and obedient human guards to protect them and to carry the palanquins in which they ride. Sil is a fawning coward who seeks only to gain favour in his employer’s eyes. Despite his overt love of painful entertainment. and a loose. if the corporation’s faith in Sil were destroyed. they wear metal. His voice gurgles and splutters words. Sil. and is paranoid that one of its rivals will usurp his company’s position as an exploiter of valuable resources. Mentors are naturally creatures of the sea. another’s distress is an opportunity for entertainment. Bureaucracy 2. has been corrupted by the power that his trading position provides and is decidedly decadent. Although they have adapted to life on land. Computing 2. and its teeth are sharpened to points. they are just small creatures making big business. often incoherently owing to a fault in the translation box he wears on his left breast. Law 2. the eyes are large and bulging. They will hide the true worth of a resource if it means they can pay a lower price for it: their goal is to obtain maximum profits. 111 . skin counts as full Armour 3 Strength: 3. he would suffer a more crushing defeat. one of the main trading companies of Thoros Beta. translation box. Sil has a particular dislike of the Doctor’s assistant Peri. a highly intelligent slug-like species from the planet Thoros Beta. Weaknesses Physically. His human bodyguards are treated as little better than slaves: they carry out strong-arm work as well as mundane tasks such as spraying Sil with the water that he needs to prevent his skin from drying out. Con 1 Sil is a particularly sadistic member of the Mentors. He works for the Galatron Mining Corporation. they are not particularly mobile and need human assistance to move freely. They have well-muscled chests and arms. Armour Sil’s slimy green skin is equivalent to full Armour 3. To him. Yet he is backed by the weight of the Galatron Mining Corporation. They are far future soldiers. Not all of the Mentors are as corrupt and distasteful as Sil.DOCTOR WHO — TIME LORD SIL Apparent age: indeterminable Species: Mentor Equipment: Tub of marshmallow slime. Sil is a devious and deviant schemer who is as repugnant in nature as he is in appearance. armed with blasters that inflict 6 Wounds on kill and 3 Wounds on stun. Weapons Sil is not armed: he relies on his guards to protect him. who he considers is particularly repulsive. slimy frill of skin surrounds the neck and spreads over a Mentor’s shoulders. Poison 1 Determination: 4. Mathematics 2. He relishes the pain of others and delights in their torture. especially if it is a member of the ugly human race that is suffering. open-faced helmets that count as partial Armour 5. Bargaining 3. Sil is far from a threat and could be easily destroyed. even at the expense and hardship of others. By human standards a Mentor is repulsive to look at: although its face has human features. Cheat Death 2 Control: 2 Size: 5 Weight: 3 Move: 1. The Mentors are green-skinned and about 1 metre long. but instead of legs they have a tapering. segmented tail. A bony crest surmounts the head. Gloating 3 Awareness: 4. however. Swimming 3 Knowledge: 6.

able to hold five people and still allow them to use certain abilities. such as mud or shingle beaches. Car Strength: 6. Damage Resistance 2. however. If he has to control the vehicle. Size: 2. Move: 4 A pedal bike is an emergency item of transport for one person. far future cars that use repulser fields to keep them off the ground. treat all terrain as difficulty 1. Damage Resistance 1. it is unlikely that a vehicle will ever be used at its full speed. Move: 6 Light aircraft typically carry from one to four people: the category loosely covers prop-planes such as First World War biplanes. Weight: 6. The Piloting ability is essential to be able to fly a light aircraft. In all cases. When used as a fast-moving ram. Air cars. it also has to resist this using its Strength so that it is not put out of action. Some vehicles have the ability to resist damage better than others: such vehicles have the special ability of Damage Resistance. however. To regain of a stalled aircraft the pilot must beat the difference between his Piloting ability and a difficulty of 6. typically used to push objects out the way or tow other vehicles out of trouble. Move: 6 The Brigadier uses a two-man helicopter quickly to get to crisis areas. which has a difficulty of more than 1. the Rough Terrain ability is added to a vehicle’s Move to determine its total ability which is matched against the difficulty of the terrain. Helicopter Strength: 6. Size: 4. A light aircraft must travel at least four areas a turn otherwise it stalls and may crash. whether it was to chase people. for example. An attack directed at a vehicle has to overcome its Strength to put it out of action. At tactical level during action turns. Damage Resistance [Strength] This ability allows an inanimate object to withstand impacts and attacks owing to its construction or component materials. Bicycle Strength: 4. Weight: 3. In TIME LORD. Light aircraft Strength: 6. escape from them or just for everyday travel. the number of areas it moves is the number of Wounds it inflicts on a target. Tiger Moths and Cessnas. his Move plus any relevant special ability is used. Any attack that puts a vehicle out of action does not necessarily destroy the vehicle: it usually indicates that a vital component has been damaged and must be repaired or replaced. have tracks or broad tyres that allow them to travel more easily over certain types of terrain. Damage Resistance 1. Size: 2. called Rough Terrain. so the Move ability of each type of transport is only its speed relative to other means of transport. Damage Resistance would be used to protect a car in a crash. it must be remembered that they are permanently in difficulty 2 terrain. Vehicles are subject to the same terrain difficulties that affect characters.DOCTOR WHO — TIME LORD TRANSPORT The third Doctor was particularly fond of flashy or gimmicky means of transport. Size: 2. Move: 6 Cars are the predominant form of transport on twentieth and twenty-first century Earth. A driver or rider with a Move special ability such as Driving adds this to the Move of the vehicle to determine how far it can move each action turn. Weight: 6. Such vehicles have an additional ability. Some vehicles. or vice versa. Weight: 6. Rough Terrain [Move] Rough Terrain is the ability of vehicles to move easily over terrain. to do stunts or manoeuvres. when it is important to work out whether the bad guys close on the Doctor and his companions. Some vehicles can apply this to all such terrain. the abilities of different types of vehicles are important only in chase scenes. The are like mobile areas. others can apply it to only certain types of terrain. Bicycles can usually be found propped against lampposts in town and city streets during the twentieth century on Earth. Helicopters can hover in the air and do not 112 . The ability acts as a type of Armour: any Wounds inflicted that do not beat the Damage Resistance count as superficial damage and do not count against the total that puts the vehicle out of action. Mechanical vehicles have Strength abilities that indicate their motive power. Damage Resistance 1. Although it may appear that boats can travel as fast as cars. or to withstand gunfire.

Size: 2. Weight: 6. Motor boats have a Move of only 6 because they are. and therefore might carry anything from tea chests to troops. They are typically equivalent to two or three areas in size. equivalent to one area of space. Damage Resistance 1. Protective gear. Hovercraft Strength: 6. Damage Resistance 1. Lorry Strength: 7. Determination: 2. Their advantage is their carrying capacity. They cannot. manoeuvrable craft propel themselves along using jets of water. These small. but Size 1. Weight: 5. Weight: 7. enabling the rider to swim over and remount. if the rider falls off. The category includes punts and canoes. powerful and fast. Damage Resistance 2. Move: 6. Size: 4. Size: 2. Size: 2. such as a plastics fibre helmet and soft leather clothes. rowing boats with outboard motors. Size: 2. Rowing boat Strength: 2. in effect. rowing boats are a slow and cumbersome form of transport. inflicting 5 Wounds. Rough Terrain (land only) 2 UNIT troops favour these durable. Weight: 5. Horses will also instinctively react to an attack against them by lashing out with their hoofs. Jet bike Strength: 4. Control: 4. motor bikes are the sexiest form of transport that a companion can hope to drive. Damage Resistance 2.DOCTOR WHO — TIME LORD have to move each action turn they are airborne. is recommended. Weight: 5. 113 . Horse Strength: 5. Move: 6 Jet bikes are the waterborne equivalent of motor scooters. Move: 6 Small. be used to ram targets otherwise they crash! The Piloting ability is essential to be able to fly a helicopter. Weight: 5. Move: 6 Lorries are used to convey large quantities of materials or men. A Land Rover can easily transport six people. they automatically slow down and travel in a circle. however. Size: 1. Damage Resistance 2. Awareness: 3 Used as a beast of burden and a means of making men more mobile. Damage Resistance 2. Move: 7 Speed boats are the nippiest form of waterborne transport in TIME LORD and just the thing to use to chase or escape from villains. Damage Resistance 2. Size: 3. Weight: 5. the horse is typically used by primitive societies. Move: 5 Largely suitable for rivers and inshore work. Size: 2. Tricycle versions with balloon tyres are available: these vehicles have the additional ability of Rough Terrain (land) 1. Knowledge: 1. Rough Terrain 3 Hovercraft use a cushion of air to float above the ground or water. They can range in size from tiny one-man or two-men craft (use the above abilities) to passenger vessels (as above. Move: 5. Move: 4. Weight: 5. Weight 7). Land Rover Strength: 6. Speed boat Strength: 3. Motor bike Strength: 5. It conveys an advantage to its rider in combat: the rider’s Defence is increased by 1. rough terrain vehicles and use them to transport personnel and equipment.

life is very much devoted to introspective studies at the Academy. Arcalia and Patrex — at which young Time Lords receive a thorough education into the history and nature of the universe. which enables the wearer to gain access to the matrix. The Academy comprises three colleges — Prydon. is anathema to some Time Lords. sophisticated time machines that are virtually self-sufficient micro-universes. The amplified panatropic computations network. but even then they prefer to use a free agent. yet even they do not understand all of its intricacies. such as the Master. Each guard is armed with a staser. If they travel. Officers additionally wear a silver-coloured breastplate to denote their rank. and the Coronet of Rassilon. in effect. however. The consequences of becoming caught in the temporal inrush are a matter of conjecture. His badges of office are the Sash of Rassilon. an ornate. The most important regulations governing time travel are the first and second laws of time and the Blinovitch limitation effect. Blinovitch’s limitation effect is a simple observation that it proves impossible to keep going back to the same point in time in order to have a second. wide segmented band of gold-coloured metal reputedly with the power to protect its wearer against even a black hole. the Brigadier met himself in Mawdryn Undead. Gallifreyan society has stagnated. their own regulations about what can and cannot be done to the fabric of time and space. Headed by the High Council of Time Lords. such as the Doctor. A section of the Citadel Guard is under the direct control of the president. allowing him to enter it as a virtual reality. The law has been broken on several occasions: the Doctor has been permitted by the Time Lords to meet other incarnations of himself. but it is suspected that extreme ageing of those alien to the time and space would occur — a fatal effect over a period of several centuries! It is possible extensively to deform the temporal membrane only by pushing against different parts of it. castellan and the cardinals of Gallifrey’s Academy. The chancellor’s badge of office. The effect is to propel the affected sector of space and time back to the point at which interference began: time. quite simply. chancellor. He secretly guards the Great Key of Rassilon from the president so that the powers of Rassilon can never again be wielded by one individual. Mason’s temporal analysis compares it to an elastic membrane that will yield if pushed. is also a personal force field (Strength 10) that can be extended to protect one other person next to the chancellor. to do their dirty work. and part of the reason why the Time Lords seldom do so is out of a sense of responsibility. the ruling elite of the planet of Gallifrey. third or even fourth attempt at getting something right or averting a cata- 114 . and red dome-shaped helmets. The first law of time simply states that no one should be allowed to meet themselves. if more than one mind is connected at a time. If they intercede it is only to correct an abuse of the laws of time.DOCTOR WHO — TIME LORD TIME LORDS AND TIME TRAVEL The Time Lords. with traumatic consequences. an oval gold medallion on a chain. the Rod of Rassilon. Armed with this knowledge. Gallifrey’s centre of learning. other Time Lords have left the Citadel to become close to nature. in a way he is more powerful because he sees that the president’s wishes are fulfilled. Great pioneers such as Rassilon and Omega have mastered elements of it and passed on the benefits of their knowledge and achievements to their successors. The chancellor is. It would be easy to abuse the ability to travel freely in time. A strict policy of non-interference in the affairs of the universe has turned the Time Lords from innovators into mere observers and preservers of the balance of time. in effect spreading the load. red trousers tucked into red leather boots. Citadel Guards are distinctively dressed in red tunics trimmed with white. TIME AND TIME TRAVEL Time is a flexible medium. Instead they vigorously police time travel to put a stop to infringements of the laws of time. It is the electronic memory used to record and preserve the experiences of all Time Lords. a low-powered blaster that inflicts 6 Wounds on kill and 3 Wounds on stun. the weaker one will be subjected to the reality imposed by the other. who has the forces of the Citadel Guard at his disposal as well as an extensive network of surveillance cameras. typifies Time Lord stagnation. The High Council consists of the president. are the undoubted masters of time travel in the DOCTOR WHO universe. who are clever enough to erase their patterns. commonly known as the matrix. catches up with the meddlers. and prefer to live rough in the wilds of Gallifrey. Within the Citadel. which is led by the president. the Time Lords have established themselves as invigilators of the laws of time. A Time Lord can be connected to the matrix. the city of the Time Lords. Security is the main concern of the castellan. the Master and the Meddling Monk are among those that wander through time and space. but will spring back once its limits are reached to return to equilibrium. the president’s conscience. who become renegades: the Doctor. white cloaks. He is also responsible for the maintenance of the transduction barrier. The president is the figurehead of Gallifreyan society and has wide-ranging powers. it contains details and the mind prints of every Time Lord except those. Academic life. a great force field that protects Gallifrey from attack. they do so in TARDISes. which allows access to the energies of the black hole that provides Gallifrey with its power.

the point at which the TARDIS is going to arrive is often known in advance. The TARDIS’s doors open into the console room. According to the Doctor. Most of the TARDIS. 115 . the second law of time states that no one can interfere with their time line. perhaps on the verge of breaking up or entering an area where conditions are so hostile that the ship would be destroyed. in a Saxon church it might appear as a crudely carved altar or column. therefore. It combines with the first law of time to prevent temporal mishaps.DOCTOR WHO — TIME LORD strophe. The Doctor sometimes retreats to the cloisters. a slight incompatibility between circuits means it is unlikely that parts from one type of TARDIS can be safely replaced by those from another model. and will need to eat. Each incarnation of the Doctor has modified the console in some way. Although the Doctor has made an attempt at repairing the chameleon circuit of his TARDIS. the sound of the bell reverberates through the ship. the hostile action displacement system (HADS) or the TARDIS force field can be activated. the cloisters is a tranquil area that resembles its monastic equivalent on Earth. rest and keep themselves occupied on their journey. Close up. through two ordinary-looking doors. penetrating every room. the TARDIS is far larger than its external appearance suggests: it transcends the three primary dimensions of the universe. The chameleon circuit analyses the surroundings of the TARDIS just before the ship materializes and picks an outward form that blends in. however. the Time Lords devised a means of disguising them. resounding knell of the cloister bell is a warning that the TARDIS is in great danger. For added safety. After all. In addition. exists in another dimension: only part of the time machine materializes when it lands. Cloisters Finished in carefully worked and carved grey stone over which climbing plants grow. going back to kill his father at a time before the traveller was born. A TARDIS materializing on a public beach in Edwardian times might appear as a bathing machine. time travellers can come and go as they please in space and time according to Mason’s temporal analysis. the Doctor’s type 40 is probably the only one that characters will encounter. It first manifests as temporal and spatial displacement from the intended time zone. is not instantaneous. TARDIS FEATURES Chameleon circuit The Doctor’s TARDIS resembles a police box only because of a fault in the chameleon circuit. Inside. it from Gallifrey many centuries ago: the model is now obsolete and considered a museum piece. his meddling only resulted in even more bizarrely out of place forms. the journey is rarely important except when scenes relating to an adventure need to take place. say. although slightly more advanced. The Doctor obtained his TARDIS only by stealing. or ‘borrowing’ as he would say. TARDISes used by the Master and the Rani are largely similar. In TIME LORD. and until then is dependent on them. sloping-topped console that surrounds the time rotor in the main control room. the TARDIS is virtually indestructible. the location of the time ship’s main controls. In appearance. Within these limits. giving away the fact that there is a powerful source of energy beneath its battered blue exterior. however. in order to think clearly about a problem. then logically he would never have existed and his father could not be killed by his hand. Cloister bell The deep. THE TARDIS Although the Time Lords have created many models of TARDIS. Beyond the console room. If he were to do so. TARDISes ordinarily look like silver-grey metallic boxes but because this makes them conspicuous. sitting himself on one of the stone benches or pacing up and down. however. although he can be sometimes be panicked into believing otherwise. Each TARDIS has built-in controls that prevent the abuse of the first and second laws of time and take evasive action to another time and space should the Blinovitch limitation effect begin. his ship remains in the form appropriate to England in the 1960s. to take advantage of new components or to repair damage caused by circuit fires or even blaster damage. Originating from the cloisters. and it is from there that the adventure continues. even changing its appearance. Control console Most of the TARDIS’s functions are controlled from the hexagonal. however. Anyone’s time line diverges from their ancestors’ time lines only at the point of birth. the TARDIS looks like an English police telephone box from Earth during the 1960s. lies the rest of the Doctor’s time machine: a confusing maze of corridors and chambers that even the Doctor has been known to get lost in. it is apparent that the wooden lock-up is more than it seems: it hums discernibly. Occupants of a time machine will notice the passage of time as normal. The second law of time prevents discontinuity in a person’s time line and avoids paradoxes. This prevents a time traveller. and in its ultimate form becomes a time loop. Time travel. the measure of relative continuity.

116 . Panel six indicates the power status of the TARDIS and is used to bring in auxiliary power from generators and batteries. as well as the room controls. the TARDIS cannot travel anywhere. Moving clockwise. with circular mouldings. Until the switch is reactivated. Panel one.DOCTOR WHO — TIME LORD The six trapezoidal panels each house controls for different aspects of the TARDIS’s operation. Cream-coloured plastics panels cover the walls. nearest the TARDIS doors. by entering the type of food required into the dispenser’s computer. It contains advanced navigational controls that are required in exceptional circumstances only and the TARDIS’s defensive controls. At its lowest level it is equivalent to Strength 10. The force field generator is located in the pedestal section of the control console and can be detached for use outside the TARDIS. Dimensional stabilizer The dimensional stabilizer maintains the spatial relationship of the inside and the outside of the TARDIS. Panel five provides readouts of external and internal environmental conditions. Force field The TARDIS has a variable strength force field that can be used to keep enemies at bay. Food dispenser Nutritious. the lock on the outside of the TARDIS door can be opened only by a specially coded key. provided it is activated. such as clocks. houses the basic navigation and steering controls. the TARDIS is suspended in space and time. concealing electronic circuits and lights. many companions not surprisingly long for proper Earth meals complete with all the trimmings. viewed from above. Although the food is tasty and filling. located in a room near to the control room. panel two houses the switch that opens and closes the TARDIS’s doors and the controls for the scanner. the failsafe switch stabilizes the TARDIS in space and time so that it may neither materialize nor dematerialize. It is from here that the Doctor sets a course for the TARDIS and initializes dematerialization and materialization. The food resembles the concentrated rations used by astronauts from twentieth century Earth during the planet’s first space age. life support and lighting controls. he spent much time tinkering with it in order to escape from the planet. The Time Lords disabled this circuit when they exiled the Doctor to Earth. The dispenser also issues water in small plastic bags. Control room The control room is the first room that anyone enters when stepping into the TARDIS. Dematerialization circuit Without a working dematerialization circuit. its maximum depends on the energy available from the TARDIS’s generators. Access to circuits to carry out repairs is obtained by prising off the control panels or by removing the panels on the pedestal that supports the console. humidity and oxygen levels. Without it. Panel three houses the communications. Its main feature is the control console which is set in the centre of the room. on pedestals and even a comfortable armchair. Failsafe switch Located away from the main control room. It provides a power outlet for equipment to be used in the control room or a short distance outside the TARDIS. concentrated food can be contained from the TARDIS’s food dispenser. The Doctor has removed other forms of security owing to the risk of sealing the TARDIS for ever. Door lock Once protected by a number of anti-tampering devices. the inside of the TARDIS would shrink so that its rooms resembled those of a doll’s house. Each Doctor tends to decorate with control room with different objects: the first Doctor favoured ornaments. preventing both entry and egress. Panel four houses the terminal that gives access to the TARDIS’s computer and databanks. The force field surrounds the TARDIS at a distance of about one metre. about 30 centimetres across. the switch can be disabled to prevent its unauthorized use. a hatstand is practically positioned to keep hats and cloaks for expeditions outside. Near the TARDIS’s doors. including radiation.

Workshop Deep in the TARDIS is a scientific workshop where the Doctor has the facilities to build and repair electronic and mechanical equipment. New chambers usually show the basic structure of the TARDIS. however. making use of its therapeutic properties. allowing them more easily to attain a peaceful state. Scanner A large television screen suspended in the wall of the control room provides an image of the location corresponding to the temporal and spatial coordinates of the TARDIS. for example. type and number of rooms in the TARDIS can be controlled from the main control console. Swimming pool The swimming pool is the main feature of a villa-style courtyard that is decorated with white pillars and urns. While the ship is stationary. Companions’ rooms are typically full of souvenirs from their travels or equipment for their hobbies: Nyssa’s room. The key and lock can be reprogrammed from the main control console. the urns contain more formal arrangements. and triggers the dematerialization circuit so that the TARDIS makes a short spatial journey. It is connected to externally mounted detection equipment. The Doctor. If necessary. which he is allowed to personalize. Artificial sunlight makes the courtyard bright and pleasant — an ideal place to relax. The Doctor needed to use the zero room to settle into his fifth incarnation. its complex crystalline coding is unique and attuned to the body prints of the Doctor and whichever companions he decides are trustworthy enough to be allowed free access to the TARDIS. Storerooms Among the many chambers of the TARDIS are vast storerooms that contain essential supplies and materials necessary to the upkeep of both the TARDIS and its inhabitants. mainly because it can make the TARDIS difficult to find and reach. The list of their contents was once kept in the TARDIS’s databanks. TARDIS key Although the key to the TARDIS looks no more complicated than a front-door key. was partly a bioelectronics lab! The layout. but the Doctor’s poor bookkeeping means that this information is far from up to date — perhaps as much as five centuries old! — and may well be inaccurate about the location of equipment. which resembles Victorian ironwork. however. Particular emergencies may make it necessary to shed part of the TARDIS’s internal structure. There is an abundance of plant life in this area: climbing plants creep up the pillars and over stone balconies. Time rotor The time rotor at the centre of the control console rises and falls as the TARDIS travels through time and space. unless the Doctor remembers to program their features.DOCTOR WHO — TIME LORD Hostile action displacement system (HADS) HADS protects the TARDIS against attack by dematerializing it and rematerializing the ship a safe distance away. but he dislikes the risk this entails: his enemies might one day prove clever enough to use a companion and the key to steal his ship. The HADS circuit detects the build up and imminent release of energy. tends not to activate this safeguard. Rooms Each companion is assigned his own room in the TARDIS. 117 . Zero room The zero room isolates its inhabitants from the forces of the universe. and the controls allow rooms to be jettisoned. the time rotor is motionless. It has no pretences of advanced technology: ancient scientific apparatus mingles with new and futuristic equipment. the Doctor can issue a spare key to his companions.

is limited. to provide a suitable and breathable atmosphere. Dalekanium A highly effective explosive developed by the Daleks.DOCTOR WHO — TIME LORD A 500-YEAR DIARY The Doctor occasionally records details of his adventures and the creatures and objects he encounters on them in his 500-year diary. It can be thrown at control panels to deactivate automatic security systems. hand-sized bomb inflicts 10 Wounds against targets in its primary zone of effect and 5 Wounds to those in its secondary zone of effect. Environmental helmets The TARDIS is equipped with a number of environmental helmets that usually form part of a space suit. Companions are useful as early warning systems. Antimatter A safe enough material in its own universe. Companion A guaranteed source of trouble that either gets in the way of experiments. The eye is the heart of a black hole that was entered by the Gallifreyan temporal engineer and architect known as Rassilon. but liable to blow a few circuits at the slightest logical conundrum. a remote control that allows the Doctor to control it from a distance. It can be used only in containment vessels which constantly shift the structure of the containing material so that matter and antimatter never meet. they scream loudly should anything dangerous approach. which is achieved through the Eye of Harmony. gets captured or gets lost. The following extracts are should prove particularly useful to prospective companions. Whatever the circumstance. Computers ‘I hate computers and refuse to be bullied by them.’ says the Doctor in The Invasion . Computers are infuriatingly obstinate. as in Invasion of the Dinosaurs. where photographs alerted the Brigadier to the presence of Doctor John Smith and Sarah Jane Smith. A small. 118 . They demonstrate that the evolutionary prospects of an adding machine are limited. Often used by the military to identify criminals. Bessie A veteran. The aliens probably have the right idea. or bounced off a spaceship to use the momentum to rescue a spacewalker whose safety line has snapped or been cut. It is fitted with inertia brakes that allow instant deceleration. Earth Earth is a pleasant green planet with blue oceans which is favoured by the Doctor. smile if someone takes your picture. Camera A handy method of making visual records of events and people. however. Earth is destined to end up as a ball of chemical goo unless mankind can change its ways. antimatter explodes violently in contact with the stuff of the normal universe. and an anti-theft force field that restrains potential car thieves. Often unappreciated by its inhabitants. black holes exert a strong gravitational pull from which matter and even light cannot escape. The helmets can be worn on their own. bright yellow open-topped car driven by the Doctor while on Earth. and one of the few weapons that is guaranteed to be effective against Dalek armour. with or without visors. Cricket ball A cricket ball is an indispensable piece of equipment. Time Lord technology relies on the balancing of the forces of a black hole with the planet of Gallifrey. Black hole Gateways to the universe of antimatter. and may run out through prolonged use. The air supply. It is also known as Terra or Sol 3 and is subject to constant invasions by aliens which know a good thing when they see it.

gold is a deadly poison to Cybermen. It is like the normal universe. is the negative part of the universe. As a general rule. Jelly babies increase the Doctor’s Awareness by 1 if he uses them to charm his way into people’s favour. Sontarans. or Exo-space as it is also called. Autons. Gravitron Weather on the planet Earth is controlled in the twenty-first and twenty-second centuries by a gravitron based on the Moon. the metal is conveniently worn as jewellery by many companions. Yetis and so on could resist. Cybermen.’ is the Doctor’s usual disarming approach to security guards and wouldbe rulers of the universe. Force field A force field is a focused barrier of energy that is largely impervious to physical attacks. it completely protects anything beyond it. If at any time the poison overcomes a victim’s Strength. Laser cutter A laser cutter is a high-precision instrument for delicate surgery on electronic circuits and components. Fuses A plentiful supply of electrical fuses is needed for the Doctor’s MacGuffins. It can also be used for imprecise surgery on electronic components. The thorn itself inflicts zero Wounds for the purposes of overcoming armour. Cybermen. The Earth confections are a prop used to gain time or favour: only cruel. Subsequent attacks increase the paralysis. there are more galaxies per universe than water molecules in a pint of beer. ending her travels with the Doctor. are probably working on life support systems that do not seize up in the presence of this metal. Force fields also act as a type of Armour: if the force field is not breached by an attack. The device is palm-sized. emotionless or violent monsters such as the Daleks. such as bomb detonators.DOCTOR WHO — TIME LORD E-space E-space. The electromagnetic forces it creates can be used to repel attacks against the Moonbase itself by overriding the safety cutouts. inflicting 4 Wounds. which frequently overload their circuits. for which the Edged Weapons ability is appropriate. it immediately paralyses its victim. Galaxy Often called the universe by creatures. The Strength of a force field is the difficulty that a character must beat to get through: a typical force field has a Strength of 10. and inflicts 4 Wounds. however. It is still useful to appease black marketeers or mercenaries. manipulating the natural weather patterns. resulting eventually in death. or his companions need help to find the TARDIS. a mutated Alzarian. In such cases a hand-held homing device from the TARDIS’s storeroom can be used to indicate the rough direction to the TARDIS. Have a jelly baby. the second Romana chose to remain there. Gold In dust form. Timed fuses are essential to use explosives safely: a minimum detonation time of two action turns is recommended for everyone to clear the area of effect. The gravitron exerts huge gravitational forces on the Earth. Leela survived an attack by a janis thorn only because the Doctor was able quickly to synthesize an antidote. 119 . Jelly babies ‘Hallo. the janis thorn releases a Wounds 5 fast-acting poison that attacks once every two action turns. especially science fiction writers. Stabbed into the exposed flesh of a victim. Adric. only it exists in negative coordinates. Janis thorn Leela uses a janis thorn to paralyse and kill her enemies. The Doctor frowns upon the use of such a dangerous weapon. comes form E-space. who cannot look or travel beyond their own solar system. I’m the Doctor. It can be used in hand to hand combat. so the potential of gold is probably limited. Homing device Sometimes the Doctor’s ‘infallible’ sense of direction fails him.

Nitro-nine inflicts 7 Wounds on anyone in the primary zone of effect and 4 Wounds on anyone in the secondary zone of effect. Nestene autojet The Nestenes’ ability to animate plastic and the Master’s technological know-how were combined to produce the Nestene autojet. Nitro-nine Nitro-nine is an effective explosive whose formula is known only to Ace. Space suit The TARDIS’s wardrobe has a reasonable stock of space suits. Taranium Taranium is a vital mineral used to power time machines and temporal weapons. a pocket watch and chain can be used to hypnotize opponents. one of the Doctor’s companions. and dissolves minutes after its has done its job by the action of condensed water vapour from its victim’s dying breath. It tends to work only after the TARDIS crew has stepped outside. It is unstable. Sonic screwdriver The Doctor’s sonic screwdriver is a general purpose MacGuffin that harnesses sonic energy to manipulate and open mechanical and electronic locks. They are available only if the Doctor has remembered to restock the TARDIS dispenser with the required drugs. A dye on the exterior of the bandage changes colour when the wound has healed. Its constituents react violently in contact with anti-matter. The trick rarely works twice on the same guard. a harmless-looking plastic daffodil. it can even be used to set off mines. which are essential for exploration in space and on many moons. It was destroyed during The Visitation at the time of the fifth Doctor. The Doctor occasionally uses a portable meter to measure the extent of different types of radiation away from the TARDIS. Its ability is equal to the Doctor’s total MacGuffin ability. this Earth confection has other uses. but it is not infallible. and Ace is forbidden to make it: she usually has a plentiful supply. Its counterpart is E-space. Pocket watch Each incarnation of the Doctor has carried a pocket watch. whereupon it shoots a plastic film over the target in an attempt to suffocate its victim. It is programmed to respond to heat and the pattern of a human face. The length of activity in space suits is limited by the air supply. An environmental helmet. It has a short time fuse of 2 actions turns.DOCTOR WHO — TIME LORD Liquorice allsorts Like jelly babies. so if you have to use it. which provides protection for the head. This action can also be initiated by radio signals activated by the Nestenes’ human agents or allies. Particularly large and megalomaniac liquorice allsorts tend to have personality defects. however. can be used separately on planets with thin atmospheres. This meter is reliable. It is used mainly by the Daleks to power their time capsules. Reversing its polarity turns it into a powerful electromagnet which can be used to draw back heavy bolts. Medical pack The TARDIS has a dispenser that issues medicine-impregnated bandages that promote the healing of wounds. The Doctor typically lays a path of brightly coloured liquorice allsorts on the ground to distract guards and draw them away from objects they are supposed to be watching. place it and run! N-space N-space is our universe: normal space comprising normal matter. 120 . Apart from usefully measuring the relative passage of time and acting as an alarm to remind the Doctor of certain events. Radiation meter The TARDIS has a radiation meter built into its control console. The plastic film is soluble in water. as well as containing air canisters. By boosting its power and concentrating the sonic energy into a beam. Medical packs have the abilities of Knowledge 6. Medicine 2 for the purposes of healing. and a taranium core formed the heart of a Dalek weapon that was intended to destroy time.

a subsidiary will often be blackmailed by politicians into acting against their leader’s will. It is opened and closed from only one end of the corridor. The TARDIS’s Zyton 7 has been exhausted only once in many centuries of time travel. The United Kingdom section of UNIT is headed by Brigadier Lethbridge Stewart. The only chance of breaking out occurs if the victims discover at which point they entered the time loop and can then devise a means of changing their actions. Daleks used time corridor technology until their scientists developed timeships. The Doctor has since become the temporary scientific adviser to UNIT in the UK. TARDIS toolbox Useful source of MacGuffins. repetitive cycle of time. typically on a spaceship or planetary base. If the Doctor knew how each one worked. Lethbridge Stewart was first encountered by the second Doctor. It can fly: in the air it is treated as a light aeroplane with Move 7. Switzerland. Time-space visualizer The time-space visualizer can look at any event in time and space. It can provide insight into recent events.DOCTOR WHO — TIME LORD TARDIS key The key to the Doctor’s TARDIS is molecularly coded so that only the Doctor or recognized companions can unlock the door. 121 . Whomobile The third Doctor built a special car during his sojourn on Earth. Zyton 7 The prison planet Varos is the main source of Zyton 7. Time corridor A time corridor is a two-way connection between one time and space and another. laser cutters and probes. sweptback wings. The Time Lords use it to power type 40 TARDISes like the Doctor’s owing to its long life. a key element in the power sources of many spaceships. such as drone clamps. The Whomobile is a compact. on the ground it is treated as an air car with Move 6. Its headquarters is in Geneva. magnetic clamps. he would probably have a fully functioning TARDIS. Each base is dependent on the good will of the host government. provided its operator can program it correctly. Although nominally independent of each country’s government. 1980s and 1990s. and it has bases near or in the capital cities of the main world powers. Torch The TARDIS storeroom carries a number of chemical and electrical torches that are vital to explore some of the dingy caverns in which the craft lands. silver car with curved. that are essential to routine maintenance on the TARDIS. with a pass under the name of Doctor John Smith. neutron rams. The Doctor has to program the key so that new companions can use the key: the first Doctor is particularly reluctant to do so until he can trust his fellow travellers. whose regular staff includes Captain Yates and Sergeant Benton. He is active in this role throughout the 1970s. Only civilizations that have developed temporal science have a chance of breaking out of a time loop. UNIT Earth’s United Nations Intelligence Taskforce (UNIT) is a worldwide organization set up in the late twentieth century to investigate and combat extra-terrestrial menaces. forewarning the TARDIS crew of imminent danger. Time loop Time loops are temporal traps that keep their victims snared in a short.

DOCTOR WHO — TIME LORD PART FIVE The Never-Ending Script 122 .

force field 123 Table 5B: Control (example Difficulties in italics) 0 1 2 3 Unco-ordinated. will have had the greatest opportunity to study the rules and should have a good grasp of the basic mechanics. whoever owns the copy of TIME LORD should be the referee.DOCTOR WHO — TIME LORD HOW TO BE A REFEREE No role-playing game really ticks without the presence of a referee. and even offers them help when they get stuck. referees have different styles. form letters Clumsy. after all. for the person who buys a new set of rules is the one most likely to want to get a game started. one of the players may want to take a turn at being referee. Experienced role-players also often choose their referee this way. random movements. clap hands. are difficult to maintain. simple machines Average human. flexibility and storytelling. however. walk. After one or two adventures. a referee has to absorb a vast amount of information about the DOCTOR WHO universe as well as the rules that make the game possible. because he has an idea for an adventure. bulldozer. and it takes time for a novice referee to develop all the skills that will ensure his players feel they are entering a different time and space. necessitating clear-thinking as well as bookkeeping skills. use simple vehicle such as a car. The referee. is the one person in a game of TIME LORD who should read this book thoroughly at some time so he has a clear idea of the scope of the rules and how they work. if they do something within the world that the referee has described. He is the person who believes it would be entertaining to run a game using a particular set of rules. Geoff Capes Car. It is important to realize that the referee is not against the players: he is as likely to help them as he is to set perplexing puzzles. WHO SHOULD BE REFEREE? The referee is commonly chosen by default whenever anyone plays a new role-playing game: he is usually the owner of the rule book. he is the means by which players enter another universe. the referee uses all these tools to become transparent to the action: in effect. It is suggested that a different incarnation of the Doctor and other companions to the ones played under the control of the first referee be used to retain continuity in each referee’s universe. Until the players themselves obtain copies of the TIME LORD. Imaginary worlds. Cyberman Lorry. TIME LORD is just one of his tools: it provides a set of physical laws as well as background information that is consistent with those laws. therefore. it makes sense for the owner of the rules to be the referee. He is the person that gives players the initial push into an adventure. that in a group of novices. however. it is the referee who reacts to their actions and maintains the feeling of suspension of disbelief. because he controls characters that players can befriend and who help defeat the villains: it is difficult to be against someone who helps attain an objective! The referee’s part in a role-playing game is to maintain play balance and adjudicate players’ actions to get results that are consistent in the context of the DOCTOR WHO universe. and it is usually his enthusiasm that encourages other people to play in his games. Ideally. And he also needs to keep track of the fate and actions of everyone on an adventure. awkward. It is suggested. He. adjusts to their whims and actions. He also has to learn how to describe scenes and people graphically so that they come alive. therefore. In some ways the referee is also part of the group. hydraulic press Jet aircraft Spaceship Gravitron. For a start. what one deems suitable for his players may be too tame or too excessive for another referee. Players depend on him for scenesetting information in the same way as they might absorb such details from a film or the computer-generated graphics of a virtual reality. His other tools are imagination. hold object Barely controlled movement. use basic tools. play notes on a musical . Table 5A: Strength (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 No strength at all Small rodent Child Average adult Strong adult Human maximum. Any referee should encourage this: it adds to the variety of the game and gives the referee a chance to play a character! Even within the same group.

Cyberman others prefer to sit round a table. fine. Notes that the players should not see can be kept handy yet away from their eyes. play musical instrument well Very nimble-fingered. lower their Armour. hold object Barely controlled movement. use simple vehicle such as a car. crack a safe. the nature of alien intelligences. Whatever you do. Geoff Capes There is no set way of playing a role-playing game. above human average. 6 Car. swing from trapeze Comic book superhero Raston robot Divine powers Divine powers 124 . they are likely to become disoriented and argumentative. Some groups split up around a room and slump in armchairs. REALITY AND REALISM TIME LORD is simply a set of rules that have been designed to give an effect: they aim to simulate the reality of the DOCTOR WHO television series. If something does not seem right. the refereeChildthe final say. clap hands. Tweaking abilities. Either way.scenesfield controlled by the referee takes place there without the main players’ Table 5B: Control (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Unco-ordinated. If a player ups and leaves. simple machines Average human. and behind-the. It is the realm where science fiction becomes science fact. although it is vital at times to make players believe or have faith in an adventure or the referee. you are probably better off without him: has 2 players often do not know the full story when they perceive a referee’s ruling as unfair. ninja. when it does not. The rules. Realism is a tool that to a degree can be dispensed with. random movements. play notes on a musical instrument Skilful. concert musician. as referee you have the right to change it. in which rivers of fluid ice course through the cores of planets. are those from the time of The Moonbase and Tomb of the Cybermen: if you want wimpy Cybermen. if you Table 5A: Strength (example Difficulties in italics) feel they are too weak. Here he can organize the running of 8 Jet is needed for the rule book. too. is a minor form of rule-changing: you 0 may need to invent No strength at all rules to cover special situations or bend ones to simulate a different effect. Players feel comfortable when reality behaves as expected. a referee’s decision. the second concentrates the players’ minds Lorry. always use the principle of beat the difference when rolling the dice. Which one is press 7 should sit slightly apart from the players. form letters Clumsy. increase their Strength. 9 Spaceship The referee’s table is like the backstage area of a play: events and referee characters are waiting in the wings 10 Gravitron. hydraulicbest is a matter of personal preference. cut gems Human maximum. and in which villains who certainly died in a previous adventure resurface to menace characters again. No matter how much a player whines or argues. walk tight rope. but it cannot simulate every effect simply because the background contradicts itself.DOCTOR WHO — TIME LORD RULES. however. dice. TIME LORD is designed to be generally consistent with the background. although he may not agree with. virtuoso musician. 1 Small rodent One rule that cannot be broken is that the referee’s word is law. they are certainly not privy 3 Average adult to the scheming or skills of their opponents. the referee on the game. A mature player will accept. for example. The Cybermen detailed in Part Four. awkward. juggle. walk. athlete. While running the game. The first method encourages a relaxed atmosphere. do not expect results to be realistic but consistent with the general laws of the DOCTOR WHO universe. master watchmaker. scrap paper as well as notes on characters and the the game: table space aircraft adventure in progress. operate complex vehicle such as a helicopter. therefore. Although the physical laws of the DOCTOR WHO universe are broadly similar to those of our own world. 4 Strong adult 5 Human GETTING ORGANIZED maximum. time paradoxes and natural phenomena as well as the demands of television magic mean that not everything in the game may behave exactly as expected on twentieth century Earth. force action for their cue. DOCTOR WHO is a setting in which elite soldiers can fire at point blank range and miss. use basic tools. can be broken. ideally with a table for his own use. bulldozer. Any effect that is deliberately intended to make players feel uncomfortable should be carefully considered and handled.

almost weightless. such as a separate room. cow. road width. whale. plughole Gnat. or whatever. and tell them any observer might normally take for granted. rat. remember to deal with all the players equally: it can be boring and frustrating for players to be left on their own for long. Dalek eyestalk. By the bare statistics that are the character’s abilities. players will feel their characters are dealing with other people. baby. screwdriver Up to 6 kilograms. Cyberman. Referee characters that are role-played well develop personalities and become believable. if it is eerily silent. cat flap. for example. His weak abilities should be equal to or less than the Table 5C: Size (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Palace. it is possible to create a picture of an alien environment. rowing boat. the referee can make the TIME LORD universe come alive. REFEREE CHARACTERS Characters controlled by the referee both provide information for the player characters and give the referee the chance to role-play. Tell the players how they feel as they breathe in fresh. salt-laden air. bag of shopping Up to 40 kilograms. mousehole. the nature of the rock and its colours. If there are sea birds or other forms of life. aircraft hangar. small dog. warehouse Elephant. A villain who cannot be swayed from the path of injustice should have Determination two or three points higher than the average player character’s ability. airliner. typical area. hamster. Those characters that take a dominant role should be more thoroughly detailed so that they can be played consistently from game session to game session. large spider. and their players should not know what the others are up to or what happened until everyone meets up again. small doorway Small child. The referee’s sense of game balance is important here: appropriate values are relative to the player characters’ abilities. hamster. Dice rolls that players should not know the results of should be made here. ajar door Mouse. lapdog. BRINGING THE GAME ALIVE How much the referee puts into an adventure to an extent affects how much the players get out of it. log cabin. It does not take much acting talent to make a referee character more than two-dimensional. chimney flue Cat. If characters do become separated. Referee characters for an adventure are easy to create: just give them the values that are appropriate for each ability. bar of lead. It is inevitable that characters will become separated during the course of an adventure. If the TARDIS lands on a beach at the foot of a cliff. brontosaurus. trawler. yacht. that the referee can take players who are away from the main action or whose actions need to be carried out in secret. particle of powder. Players will use this information to imagine what the alien world they have landed on looks like. or when they are used in an adventure. small adult . let the players know. Cybermat. There should also be somewhere. just effort on the part of the referee. child. gas particle 125 Table 5D: Weight (example Difficulties in italics) 0 1 2 3 Up to 10 grams. wide corridor Small human. By drawing on storytelling skills and powers of description. width of a country lane Large human. convey this information too. baby. Give them an idea of the steepness and climbability of the cliff. a planet or even just another room in a complex — it is the referee’s description that they rely on for information before they act. flea. put a few notes about their behaviour and quirks of personality. crack in masonry or woodwork Speck of dust. wide door.DOCTOR WHO — TIME LORD knowledge. hairline crack Molecule. try to give each one a different personality. large dog. When such characters are created. book. it will also help them role-play their characters through the suspension of disbelief. horse. room Car. describe the mood of the sea and the effect the two suns. Tyrannosaurus Rex. and let them know it burns their throats if it contains hints of acid. have on the water’s surface. By giving players comparative descriptions to similar sights. Dalek. large dog. ventilation duct. average dog. using the rule book or a cupped hand to obscure the dice from the players’ view. Exceptionally good roleplayers can be trusted to observe events they are not involved in because they will not use such information to advantage. Ice Warrior. sounds and smells on Earth. gnat. flea Up to 1 kilogram. If players enter a new environment — whether it is a spaceship. which helps to increase the players’ involvement in the game: instead of feeling that they are dealing with the referee.

which adds an edge of excitement to proceedings. flea Up to 1 kilogram. for example. room and they may be deterred from ever playing again. This ensures that 10 Molecule. If you make an adventure too easy. average dog. warehouse Picking the right difficulty forbrontosaurus. child. Dalek. van. to go their own way without being channelled in a particular direction by the referee. crack in masonry or woodwork ence. screwdriver Up to 6 kilograms. much of what happens will pass unnoticed until it is almost too late! Keep all your notes at hand. Of course. the nature of a plot forces the referee to intervene. rat. if the players are in the wrong place at the wrong time. width ofhiscountry lanecompetent. The result is quite independent of the players’ actions unless they are trying to abort the explosion. yacht. whose abilities typically range from 3 to 5. The default is a difficulty of 5. Abilities automatically generate corresponding difficulties: Strength is used. almost weightless. 1 Elephant. large dog. along with the principle of beat the differ8 Gnat. small aircraft Up to 250 tonnes. planet 126 . baby. Rolling the at what they attempt so horse. small dog. Table 5D: Weight (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Up to 10 grams. aircraft carrier More than 2. a character to beat is airliner. you merely react to what they do and tell them what they find or what happens to them. bag of shopping Up to 40 kilograms. Ideally. and to overcome its Weight to lift it. wide the right game system generates excitement: players sometimes will the dice to produce corridor numbers! 4Difficulties should be chosen so largethe dice are rolled at tense moments. brontosaurus. plughole Difficulties And Abilities Tables give descriptions and examples of the numeric values of each ability: these tables. Ice Warrior. and it is when some or all of the characters have a chance of failure that the 3 Large human. small adult Up to 125 kilograms. Dalek eyestalk. The game system is intended to remove mundane rolls so they do not intrude on an 5 Small child. wide door. however. one of the keys to a successful game of TIME LORD. rhino. RUNNING ADVENTURES The simplest way to run an adventure is to set the scene and let the players get on with it: as referee. chimney flue adventure. each player hasarea. cow. mousehole. and the referee often has to interrupt what the players are doing with other events. large must overcome to affect it. most elephants Up to 30 tonnes. car. are working to a schedule to explode a neutron bomb at the centre of the Earth. whale. Novice referees Speck ofresort to a default powder. hamster. Table 5C: Size (example Difficulties in italics) DIFFICULTIES 0 Palace. to be used when 9 immediately obvious equivalent to whatever is being attempted. will have to roll the dice to succeed. hairline crack the tables seem confusing or have no can also dust. gnat. typical a feeling that a character is 2 dice creates a feeling of tension.DOCTOR WHO — TIME LORD corresponding abilities of player characters. spaceship. to overcome an 6 Cat.000 tonnes. The object’s Strength or Weight provide the diffi7 Mouse. TIME LORD deliberately allows characters that are good enough to succeed Car. and then it is best done through the actions of friendly or hostile referee characters. that dog. the referee uses the number of research turns that have passed to determine when the Daleks’ next move will be made. as characters. small or at times generated to good effect. The entire adventure turns into a race against time. hod of bricks Up to 600 kilograms. trawler. space station. Cybermat. and you should be able to run an adventure smoothly and with the minimum intrusion of the mechanics into the story line. lorry. The culties that a character’s Strength spider. ajar door object’s Strength to break it. aircraft hangar. road width.000 tonnes. gas particle most characters. rowing boat. hamster. motorcycle Up to 4 tonnes. particle of difficulty. Cyberman. for example. Only when it becomes apparent that the players are genuinely stuck should it be necessary to intervene. lapdog. Sometimes. It will enable you to develop your role as a responsive storyteller. log cabin. you should not impose your wishes on the players: they should feel free. doorway where tension can be Small human. You are there to oversee what the players do to solve the mystery you have set them. baby. cat flap. make it too hard. Look at the abilities given to villains and aliens in Part Four for guidelines on the level of abilities. Tyrannosaurus Rex. the players will feel that they have had too little of a challenge. ventilation duct. If the Daleks. Cyberman. book. form the backbone of the rules system. flea. airliner Up to 2. bar of lead. adult.

gun Basic reading and writing. lathe. dance pleasingly. seeks out principles behind phenomena. rockets. understand the subtleties of TIme Lord science. sceptical but has faith in politics and/or science. biochemical nanocomputers. cheetah. TARDISes Alien intelligences. typewriter Read and write fluently. moped. car. use of plough. injured or elderly human. genetic engineering. build time machines. poetic speech. bow. Dalek.5 km/h. understand an academic treatise. electron microscope Educated to graduate level. radio. understand advanced 20th century research. religious and social prejudices. downhill skier Up to 550 km/h (speed of sound). social and political prejudices. move in time to rhythm. use of basic mechanisms.000 km/h (air speed record). genius. basic reading and writing. pikestaff Capable of speech. bicycle. jump over shoe box Up to 8 km/h. helicopter. open to reasoned argument. computer. transmat Table 5F: Knowledge (example Difficulties in italics) 0 1 2 3 4 Brainless. far future knowledge. racing bike. potter's wheel. acts in response to basic urges Animal instincts. obstructed terrain. food mixer.DOCTOR WHO — TIME LORD Table 5E: Move (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Unable to move Up to 1. use of light aircraft. use of simple machines. use of winch. cybernetics. astounding feats of memory. nuclear reactor Human maximum in the 20th century. use of car. mini universes Time Lord knowledge at its peak (in Rassilon's time). some grasp of all areas of human knowledge. athlete. basic speech. understand the meaning of the universe 5 6 7 8 9 10 127 . emotions. spaceship Practically instantaneous travel. jet aircraft Up to 25. turn. jump over 2 metre fence Up to 110 km/h. interstellar navigation. crawl. transmats. very superstitious. jump over matchbox Up to 3 km/h. dance at Nureyev's standard. biochemical implants Future human knowledge. knows folklore and legend. limping. use of robots. understand future science. read and write fluently. race horse. average human. understand the principles of any manufactured thing The White and Black Guardians. ordinary horse.000 km/h (less than Earth escape velocity). peasant skills. barely able to move. Cyberman. missile Up to 200. use of force fields. light aircraft Up to 3. jump over tea chest Up to 25 km/h. understand basics of Time Lord science. easy terrain. motorbike. use of jet aircraft.000 km/h. spaceships. rocket sled.

intuitive A head-turner and stopper of all conversation. even able to survive destruction of the physical body. overpays when bribing. able to control and corrupt humans. paranoid or has a highly developed moral code. a leader of other men As 6 but with real power. obstinate. can be a real rogue. sceptical. can obtain information by bribery or cajoling. can keep a secret unless drugged or tortured. will not break under torture but affected by truth drugs. zombie. boring and humourless. striking appearance. a laughing stock Neither likeable nor pleasant to behold. embarrassed about tipping. drugs and physical pain. likeable. socially skilful. treated as an object Disagreeable. As 8 Able to exert will to create matter. pig-headed. silver-tongued. persuasive manner. regarded as inanimate. a good talker. picks up vibes Gets away with murder. automaton. suspicious of most people Human maximum. Daleks. repulsive. machines for mental control Alien intelligences Reserved for dominating alien lifeforms and zombifying brain parasites Divine powers 3 4 5 6 7 8 9 10 128 .. lacking in social skills. always looks shifty. obsessive. uncomprehending of social signals Average human. chameleon-like appearance changes. yearns for leadership Easily led. totally gullible. Omega in the Doctor's time Table 5H: Awareness (example Difficulties in italics) 0 1 2 Unnoticeable. able to hypnotize at will. charismatic. able to shapechange or transfer mind elsewhere. Cybermen Increasingly immune to biochemical mood changers. resents being order about unless it is done persuasively. can get away with a few small fibs but always caught out in a big deception. even mini-universes.. cannot communicate. easily deceived. can spot obvious con tricks. could sell his grandmother. a professional poker player. generally has good fortune. can keep a secret unless drunk Determined. mind transference machines. endearing. fails to spot things until they are very obvious Able to lie convincingly at times. difficult to distract or hypnotize Very single-minded.DOCTOR WHO — TIME LORD Table 5G: Determination (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Mindless slave. Cybermen. oblivious to most persuasion. a natural actor and orator. robot Subservient. unperceptive. little resistance to intimidation Average human. Daleks Beyond human limits. sometimes gets excess change when buying groceries but loses money whenever he sells his car. dreary company.

as his action for the turn. for example. for example. Most special modifiers affect combat. Other modifiers reflect special situations. largely based on the referee’s gut feeling. A one-area wide chasm. unless this is creature’s natural environment Gun with telescopic or laser sights 1 See 2 Difficulty modifier –2 +3 +1 +1 an area +2 an area +1 +1 –1 every two complete areas2 Appendix 2 Sights in effect reduce the difficulty due to range 129 . use the one that is most relevant to the stated actions. Modifiers At best. a character partly blinded by mist should receive a penalty.DOCTOR WHO — TIME LORD Whenever more than one ability seems appropriate to a task. These modifiers are particularly relevant to negotiations and arguments between characters and referee characters. General modifiers are listed in the Modifiers Table — in effect they can increase or decrease a difficulty by 1 to 3. using Control and the Leaping special ability. It is quite possible for a referee to run a game using only the default difficulty of 5. similarly. if it sounds wrong his action should be penalized with a higher difficulty. counts as terrain of difficulty 3. if it sounds right. adjusting it as he sees fit using the general modifiers. also affect other situations. Table 6A: General Difficulty modifiers Chances of success are Virtually nil Almost impossible Unlikely Evens Likely Almost certain A certainty Opponent’s views are Opposite Largely opposite Partly opposite Neutral Slightly similar Largely similar In accord Difficulty modifier +3 +2 +1 0 –1 –2 –3 Table 6B: Combat situation modifiers Combat situation Attacker surprises opponent or takes opponent unawares Attacker cannot see Attacker partly blinded Fog or moonlit night Night Attacker stunned 1 or disoriented Underwater. the difficulty should be lower. the difficulty tables can give only an approximate value given the different circumstances in which the players can find themselves. A character leaping from concealment to attack an enemy should get a bonus for taking his opponent by surprise. A player can elect to use Move to cross it in one action turn and keep moving. a character’s resistance to persuasion should be increased if he disagrees with another person’s opinion. or leap across it. The way a player may want his character to achieve something might sound cackhanded or be a brilliantly elegant solution. and to move across it into an area of flat ground counts as a total difficulty of 4. although those that affect vision.

electronic 4 circuit or mechanical part Build a small electronic or mechanical item from available parts Build a small electronic or mechanical item from scratch Repair a jet engine Build a MacGuffin Repair minor TARDIS fault Rebuild TARDIS circuit Repair TARDIS chameleon circuit Analyse virus or poison Analyse alien virus Move 1 tonne of rock Set explosive charge 1 4 4 5 special1 8 8 10 6 8 6 6 100-650 turns 12-96 turns special2 12-48 turns 12-96 turns a lifetime 48-200 turns 48-200 turns 12-24 turns 1-8 turns The difficulty of building a MacGuffin depends on its power. operating at Determination 6. shifting rubble. They can try to complete these tasks in less time but at a higher difficulty. if it consisted of gravel. One to induce fear in Cybermen. The difficulty. cannot be moved in one action turn: it takes many research turns of effort to clear.DOCTOR WHO — TIME LORD Table 7: Research Task Difficulty Time needed 4-12 turns 12-48 turns Repair a watch. a jet engine would be difficulty 5. radio. Players may well choose to do so if their characters are clearly capable of 130 . so a difficulty of 4 would be appropriate to build a 20th century Earth radio. the difficulty might increase by 2 because no lifting gear is available. The difficulty is 4. And particularly advanced or an unfamiliar jet engine might warrant an increase in difficulty of 1 or 2. building circuits from scratch might take 20 to 100 research turns. A rockfall consisting of six tonnes of rubble. The Doctor needs to modify a 20th century transistor radio to transmit an SOS. for example. 2 MacGuffins are prepared for the right moment. obtained from the Knowledge required to understand the technology. The time in research turns required to complete a task depends on the scale of the project. Hurried research Time is often of the essence when trying to defeat an alien menace or finding cures for diseases or viruses. Knowledge gives appropriate difficulties for technology. can be assigned according to the difficulty tables. the difficulty might increase by 1 because no scoops or shovels were to hand. researching viruses and so on are assigned difficulties appropriate to the length of time needed for completion. And the six tonne rockfall has a difficulty of 7 to shift based purely on Weight. Repairs to electronic circuits might take anything from 1 to 20 research turns. RESEARCH TURNS Tasks such as building or repairing equipment. would be Difficulty 6 plus a general modifier of 2 because it attacks a specific immunity. machinery or MacGuffins. however. The time taken is until 1-12 research turns before they are needed. A rough guide to the number of research turns needed to complete a task is given in the Research Table along with some example difficulties. These values can also be adjusted using the general modifiers: if the rockfall consisted of heavy boulders. preparing traps. and characters may need to complete a task in less time than the basic amount. and the referee decides it will take 12 research turns (3 hours) to find the parts and make the adjustments.

but the referee lowers the difficulty by 2 to 2. the player knows he can easily modify the radio in 12 turns and be certain of success. He starts again. In effect. and instead picks up the sounds of wonderful Big L. however. Conversely. He now needs to beat a difference of 1 to modify the radio in 6 turns. Whether a character hurries research turn activities or not. and for this reason it is best if the dice are rolled by the player but the result seen by only the referee. The time required. The Doctor decides he can complete modifications to the radio in 50% of the time. the character must start again. which he will certainly beat. the dice are rolled only after the required number of research turns has passed. making a total difficulty of 7. MacGuffins cannot be tested: they either work or they don’t and the only way to find out is to use them against their intended targets. In the examples. This is reflected by reducing the difficulty using the general modifiers but keeping the same base time. every 10% reduction or increase in the time spent respectively adds one to or subtracts one from the difficulty. however. players can again opt to hurry. the Doctor fails to modify the radio. As referee you should make a feature out of failure. The Doctor again chooses to cut the time required by 50%. The Hurried Research Table shows the increases to the difficulty according to the amount of time spent on a task. but if that too fails to work. if the Doctor hurried his work the dice would be rolled only after six turns had passed. a total ability of 8. Incredibly. will be apparent. a character can make a task easier by spending more time on a project these difficulties are also given. the time required stays at 12 turns. Although it is possible to test electronic components. and failure provides a chance to increase tension and develop atmos- 131 . That way the player does not know whether his character has succeeded or failed until he uses equipment: the result of failed manual labour. Electronic circuits that have been built incorrectly have probably fused in sparks and a puff of smoke. The Doctor urgently needs to send his distress signal. Failure Inevitably characters will fail at some research turn tasks. Bench-thumping is the one ability that can be used to compensate for failure. so the player opts to modify the radio in less time at a greater difficulty.DOCTOR WHO — TIME LORD Table 8: Hurried research Percentage of required time 50% 60% 70% 80% 90% 100% 110% 120% 130% 140% 150% Difficulty modifier +5 +4 +3 +2 +1 0 –1 –2 –3 –4 –5 Example: trying to complete a task in 60% of the time would increase the Difficulty by 4. accomplishing a task within the normal limits — their abilities are higher than the difficulty. Because the Doctor has Knowledge 6 and Electronics 2. will have changed as the character has made some headway. however. increasing the difficulty by 5 to 9.

How the pursuers deal with obstacles depends on the value of nearby equipment: cutting tools are slower but safer than explosives. too. Any material’s resistance to cutting tools is given by its Strength: typical Strengths are given in the Materials Resistance Table. forcing his pursuers to use cutting equipment to continue the chase while the Doctor makes good his escape — or at least stumbles freely into a carefully prepared trap. It doesn’t really matter if the players’ hopes rested on building a MacGuffin that would stop an invasion fleet of Cybermen: if it cannot be built in time they must improvise! CUTTING TOOLS Few classic chases in DOCTOR WHO are complete without the Doctor fusing or locking a door. however. need not always cut a hole big enough for an entire body to walk through. In essence. it may be sufficient to cut a small hole big enough for a arm to poke through and reactivate a locking mechanism or turn a key. Humanoids. 1 centimetre wide and 1 centimetre deep hole in that material — a volume of 10 cubic centimetres. The resistance is the difficulty that must be beaten to cut a 10 centimetres long. it is Table 9: Materials resistance Material Plaster Plastic Wood Brick Concrete Soft metal Hard metal Armour plate Strength 2 2 3 4 4 5 6 7 Table 10: Cutting tools Tool Cutting disc Cutting torch Diamond power drill Diamond wire saw Thermic lance Cutting tools: blasters Tool Cybergun Dalek gun Earth laser Ice Warrior gun Ice Warrior sonic cannon Sea Devil heat gun Silurian heat ray Cutting capability None None None Fair Good Good Good 132 Cutting power 0 0 0 4 6 6 6 Cutting capability Fair Good Good Fair Excellent Cutting power 4 6 5 3 8 .DOCTOR WHO — TIME LORD phere.

such as difficulty 6 for a hard metal door. need dedicated cutters and cannot use their blasters as cutting tools. however. The cutters can opt to hurry or prolong the cutting time to respectively increase or decrease the difficulty: use the modifiers given in the Hurried Research Table. The difficulty is reduced to allow for any headway made during previous attempts: if it is the second attempt. can be used to a greater or lesser extent as cutting tools. the Dalek would cut a further 10 centimetres through the door. if he succeeded. this value is the resistance of one area of that material to explosives. counting as almost certain and decreasing the difficulty by 2. Each turn the referee would roll to beat a difference of 0. In addition. Species such as the Daleks and Cybermen. In the course of a TIME LORD adventure. if a number of Wounds greater than twice the material’s Strength are inflicted. Small charges of explosives can be placed in one action turn. thermic lances and mechanical cutters. The difficulty of placing a charge is 5. Materials resist explosives using their Strength. To cut a Dalekshaped hole from the base of the door along three sides would require about 350 centimetres to be cut. A Dalek cutting torch. EXPLOSIVES Small charges of explosives are effective both at blowing up objects and blowing up people. Wounds 6. that area is damaged. cannot be reduced below 1. the referee can simply rule whether a charge has been placed accurately and whether it does what it is supposed to do. In contrast. Or perhaps the material has proved particularly resistant and progress has been slower than expected. only the Doctor and his companion Ace are ever likely to want to use explosives: most of the times that referee characters use them. And by hurrying the cutting procedure. if it is the third attempt. as given in the Materials Resistance Table. Failure means the cutting tool has run out of fuel or energy. but which need careful handling. Each one inflicts its Cutting Power on an object in much the same way that weapons inflict Wounds in combat. While the player characters are on the other side of a door which is slowly being cut through. There are three basic specialized cutting tools: cutting torches. The capabilities of each type of cutting tool are detailed in the Cutting Tools Table. Different types of explosives are listed in the Explosives Table. would usually be able to progress at 10 centimetres an action turn through a typical 1 centimetre thick hard metal door (difficulty 6) of a Dalek city. An explosive charge must be placed well to have maximum effect. Failure Daleks. such as those carried by Sea Devils or Ice Warriors. although the Daleks can replace their guns with cutting torches. The difficulty. that object is destroyed. the referee elects to roll the dice only after 35 turns of cutting have passed: the cutting tool inflicts 6 Wounds against the material’s Strength of 6 and would cut through the door after this time if the referee rolls the dice and beats a difference of 0. calculating alien species do not permit failure and will usually work to safe cutting schedules that ensure success. Instead of rolling the dice each action turn during the 35 turns needed to cut through the door. divide the volume to be cut by 10 to get the number of action turns needed to complete the task. in the case of a mechanical tool it has been blunted or has broken. reduce the difficulty by 2. but this value is used to overcome the resistance of the material. They are area weapons with potentially enormous destructive power. More fallible species may rush a job or just be incompetent. reduce the difficulty by 1. Like failure on research turn tasks failure cutting through obstacles should be made a feature of the game. Because cutting is such a slow process it can be treated like a research turn activity. large charges take 1 to 8 research turns. Instead of rolling each turn to determine the cutter’s progress. however. 133 . a craggy object riddled with faults or crevices would be easy to place a charge on. If the Wounds inflicted by the explosives overcome a material’s resistance. A totally smooth object with no defects would increase the difficulty by 2 because there is no obvious spot to put the charge — it counts as an almost impossible task on the general modifiers table. the difficulty remains that of the material. the uncertainty is increased about the amount of time the players have to plan or escape.DOCTOR WHO — TIME LORD based on the difficulty of making a 10 centimetre cut through a typical metal door in a futuristic city. taking about 35 action turns. A further attempt can be made to cut through after the cause of failure has been established. Cybermen and other ruthlessly efficient. blasters that use heat or sonic energy. the cutter advances 10 cubic centimetres through it. Explosives inflict Wounds on objects in the same way that weapons inflict Wounds on characters. remember to remind them of their pursuer’s progress while they work out their next move. modified according to any weak points. If the cutting tool beats the difference between its cutting ability and the Strength of the material.

small Dalekanium bomb Dynamite. rounded up. Wounds 7. protected by Armour 9. Failure If a character fails to place a charge accurately. HYPNOTISM AND NEGOTIATION Changing someone’s opinion by force or by persuasion is not as simply as making a straightforward dice roll to beat the difference. The zones are the range over which an explosive has effect. half Wounds. In the primary zone of effect. halving the amount of explosive reduces the Wounds inflicted by 1. The dice. especially if it takes place between two player characters.DOCTOR WHO — TIME LORD Table 11: Explosives Type of charge Cyberbomb. one kilogram Table 12: Explosives ranges Maximum Wounds inflicted 1–4 5–8 9–12 13–16 17–20 21–24 Primary zone (areas) 0 0 0–1 0–1 0–1 0–2 Secondary zone (areas) none 1 2 2–3 2–4 3–4 Wounds inflicted 10 10 4 6 6 7 6 All explosives have a primary zone of effect and a secondary zone of effect. bundle of four sticks Gunpowder. should be used to determine the 134 . similarly. one keg Nitro-nine. If she used only two or three cans. not go off at all. A primary zone of 0 and a secondary zone of 1 means the explosive detonates at full effect in its area and a half effect 1 area away. one can Plastic explosive. She bundles four cans together with sticky tape. full Wounds are inflicted on any object or person in that zone. are inflicted on any person or object in the secondary zone of effect. it will go off prematurely. The Wounds inflicted by explosives can be increased by increasing the explosive charge. given in the Explosives Ranges Table. sneaks up behind the Dalek and tapes the charge to its shell. Whichever result is most dramatically appropriate should be used so that failure forces the players to reappraise their situation and perhaps try another route. Doubling the amount of explosive increases the Wounds inflicted by 1. and are virtually guaranteed of blowing up the Dalek. Ace decides that one can of nitro-nine. the nitro-nine would inflict 8 Wounds. Similarly a primary zone of 0—1 and a secondary zone of 2—3 means the explosive has full effect up to one area away from the centre of explosion and half effect from 2 to 3 areas away. allow the players to play their roles in an attempt to bring an opponent round to their way of thinking. The four cans of nitro-nine will inflict 9 Wounds. one stick Dynamite. however. or go off in the wrong place and fail to destroy the object. might not be enough to blow open a Dalek. Rather than use the dice to determine the outcome of arguments or oratory between player characters.

the other should adjust his opinion or is convinced of the merits of the argument. in which case both roll the dice to determine whether they succeed in adjusting the other’s viewpoint. Determination is used to resist orders. hypnotism and the like. for example. each should adjust his argument towards the other’s. adjusting a character’s resistance according to whether he is opposed to or largely in accord with the arguments used against him. Anyone with fixed views. It would be difficult. Indomitable Will and Independent Spirit increase a character’s ability to argue or resist domination or persuasion. however.talking. The modifiers should also be used for hypnotism: someone who is set against the Master’s will is more able to resist him. Determination is the imposition of ideas by force of will. And if both fail. 135 . after the Master initially succeeded in hypnotizing her managed to resist further attempts.DOCTOR WHO — TIME LORD outcome of oratory and arguments which involve referee characters. Similarly. to convince a conservative businessman of the merits of communism. Awareness is the skill of persuasion by oratory and clever negotiation. They should also be used to determine the outcome of any attempt at hypnotism. Further attempts may reduce the difficulty or end up with one person’s viewpoint clearly established as the right course of action. Any attempt at negotiation or hypnotism should take into account the general difficulty modifiers. no change results: either character should offer something fresh for negotiations to continue. Special abilities such as Bargaining. Arguments are not always one-way attempts to change someone’s views: the other person may respond with counter arguments. If both characters succeed. although he might agree for convenience to follow some of its tenets. Jo Grant. If only one succeeds. Awareness is used to resist persuasion and smooth. for example. is unlikely to have them radically changed by argument. There is a subtle distinction between Awareness and Determination in negotiations.

(Spearhead from Space. Even combine elements of plots so that one or more plots run alongside the main story line. typically the Master or the Rani. Many themes recur throughout DOCTOR WHO. DOCTOR WHO is a universe where space opera mingles with horror. A stock source of UNIT stories.) 136 . when they are doing it and why they are doing it. The Chase. many situations can be improvised.DOCTOR WHO — TIME LORD HOW TO INVENT ADVENTURES Once you have played The Curse of the Cyclops. The Curse of Fenric. comedy. The Claws of Axos. (The Mind Robber. if you cannot think of one. Planet of Evil. The Edge of Destruction. the more flexible the adventure can be. (Delta and the Bannermen. Logopolis. Plots adapted from books or films have a disadvantage in that one or more of the players may recognize the initial source and be wise to the outcome.) Historic adventure The Doctor and companions take part in historic events knowing that they can observe and advise. blobby green creatures from the near side of beyond infinity terrorize Earth. Your own imagination is by far the best source of a plot because the story line will be unique. time travellers attempt to alter history for the better. The less you write. (The Daemons. forces from the dawn of time are released or unleashed by innocents or the Doctor’s enemies. there are plenty to be adapted from DOCTOR WHO novelizations or even unrelated films and books on subjects as diverse as science fiction and Shakespeare. the adventure at the end of this part of TIME LORD. galaxy or universe will result if they are not contained. RECURRENT THEMES Alien menace Tentacled. This is not as daunting as it may sound: an involving and interesting TIME LORD adventure needs only the rudiments of an exciting plot.) Chase Either the Doctor or someone he encounters is pursued by a deadly enemy who seeks to capture or kill his foe.) Environmental action Negligence of the environment through careless disposal of chemicals creates man’s nemesis. (The Meddling Monk. (The Green Death. The Mutants. The Doctor must live by his wits to survive and to find out the source of the irregularity. is up to no good and has laid a trap for the Doctor to stumble into. For this reason it is best never to follow an existing story too closely: change the plot devices. The Crusade. the motives of some of the characters. A rough idea of the plot can be sufficient to run a game.) Altering history Whether as a malicious action or prank. (Galaxy Four. Destruction of the planet.) Ancient powers Accidentally or deliberately.) Beauty and the beast Foul is fair and fair is foul — the Doctor must determine whether things are as they seem. bringing technological advances many centuries earlier than they would have ordinarily have been discovered. In italics after each of the themes that follows are examples of stories that use the theme: by referring to the novelization or programme you can see how the idea was used. The Time Warrior. you will need to create your own adventures. thrillers and historical drama: all these styles and more can be used as the basis for adventures.) Archenemy One of the Doctor’s enemies.) A world gone mad Reality is overturned and nothing is as it seems. (The Reign of Terror. yet most times they are reworked with new aliens or settings to make them unique. but not change the course of history as they know it. and even add or remove scenes. some of which may continue well into the next adventure or provide the springboard for it. (Time and the Rani. As long as you know who is doing what. Or the archenemy is manipulating the resources of a planet or its people to gain power. and the more able it is to adjust to the players’ approach and desires.

The Web Planet. the Doctor must fight a battle of wits to evade the wrath of everyone. (The Pyramids of Mars. is shunned or is enshrined as law or procedure. The Image of the Fendahl.) Things from another dimension Also known as things that man was not meant to know yet have none the less deigned to knock on the doors of human knowledge. City of Death. these are creatures that have crossed or been brought across the dimensional barriers of the universe. He plays out the charade until it suits his purpose to reveal the truth — which is sometimes never! (The Curse of Peladon. racism and bureaucracy among other subjects. The Three Doctors. The Robots of Death. the Doctor and his companions must choose who is right and who deserves help. inexperienced time travellers attempt to break the first and second laws of time and reverse history. They help to provide the bones of a TIME LORD adventure. (The Keys of Marinus. intelligent species invade a planet to colonize it or to strip it of its resources. Robot. (The Silurians. Intrigue can be the main element of a game or provide just part of it in the form of power struggles between dominant referee characters.) Technology gone wrong Advanced computers or robots begin to think for themselves and decide man is dispensable. The Invasion. Roles are reversed and what may happen in one universe may or may not happen in its parallel one.DOCTOR WHO — TIME LORD Intrigue Caught in a struggle for power between two or more factions.) Parallel universe Everything is the seemingly the same as the characters’ universe but is somehow different. (Invasion of the Dinosaurs. (Inferno. Earthshock. big business. Planet of Fire.) Traitor A seemingly dependable ally is in fact working for the enemy and reveals himself as a traitor by turning a weapon on the Doctor just as the Time Lord appears to have triumphed. Dragonfire.) Quest Parts of an artefact are scattered across a planet or solar system and must be reunited to forestall an enemy or prevent a catastrophe. to which details of people. Science becomes the work of the gods.) Mad scientists Morally superior scientists attempt to dominate humanity or create a better world. creatures and events can be added.) Temporal paradox Companions and the Doctors meet themselves.) Survival A species or race reduced to its last numbers fights desperately for survival in a hostile environment. (The War Machines. (Resurrection of the Daleks. whether through mistaken ideals or contempt for lesser mortals. several can be used at once to great effect.) Mistaken identity The Doctor arrives on a planet and is mistaken for an ambassador or a spy. (The Monster of Peladon.) Rightful rulers Species dispossessed of their rightful planet seek to regain it. The Face of Evil. 137 . The Key to Time. places.) Whom gods destroy Once powerful beings try to escape imprisonment and restore themselves to true power and recognition in the eyes of their former equals. even at the cost of genocide.) Invasion Calculating.) Recurrent themes can form some or all of an adventure. they dominate species and seek to take over their worlds. The Web Planet. They must be stopped before mankind is destroyed or forever enslaved. The Romans. Morals can be built in as well to deliver a message: DOCTOR WHO stories have attacked environmental negligence. (The Abominable Snowmen. (Day of the Daleks. And if no one faction is better than the other. (The Dalek Invasion of Earth. As alien intelligences or long dormant forces. (Frontios.

A time line is simply a schedule of events. Autons and the like. It can be worth drawing objects on the square notelets used to form areas to save time in play. even surviving in time to say goodbye when the Doctor leaves. some TIME LORD adventures need to have time lines worked out in advance. environmental domes or within a small geographic area — one of the earliest DOCTOR WHO stories. Limiting the area over which play can take place makes it easier to prepare maps and details of places. The number of research turns he has to do this is limited by the time line. If the Cybermen had placed a bomb deep within the core of a planet with a set detonation time. Before play you should draw sketch maps of key locations. Super-detailed plans of location are not essential. and restricts what the characters can do. the bridge. bypassing any difficulties and choosing different course of action where necessary. the detonation time would be a point on that time line. the scope of adventures can be broadened. Cybermen. through to the arrival of the Doctor. the Doctor would need to prevent the bomb exploding by taking appropriate action beforehand. From simple adventures over a limited area. In effect they are a countdown to action: if nothing happens to prevent it. Think of the limits of a DOCTOR WHO television set before sitting down to draw any maps. the Doctor’s weak allies frequently tend to die from the blaster fire of Daleks. it is easiest to keep adventures on a small scale. in this case a shopping centre. if there is a chase. detailing them by writing down their names and appropriate abilities and notes on personality. The Doctor also has a few referee characters who accompany and help him. many villains work to a definite schedule in the execution of their plans. Time lines can cover periods of a few action turns. it is possible to avoid drawing too many maps. so the odds of the characters going their own ways grows. As you become more familiar with the way adventures work. and so on until the villain succeeds or is thwarted. Similarly. 138 . they can become complicated political intrigues with much travelling between locations in the TARDIS or more primitive means of transport. not complicate it! TIME LINES Along with a plot. By noting and detailing the key locations and assigning difficulties (against Awareness) for travelling along any links without getting lost. You might like to draw the entire plan of a spaceship. Now is also the time to work out the factions involved: you need to have a clear idea of who is against who as well as who might be persuaded to team up with one faction to overcome another. MAPS AND DRAWINGS Even a scrappy map or drawing can help players envisage a location or object more clearly than a spoken description. The Edge of Destruction. Similarly. castle or scientific complex just for reference. The set has only a few key locations in which all the action takes place. A referee should aim to simplify his bookkeeping. starting from the villain’s first moves. The Templar Throne deliberately restricts the action to a limited area. such as buildings. deadly henchmen and hordes of inefficient extras with low abilities and a tendency to die at the hands of the Doctor’s capable allies. Roughly draw a network of areas over each location so that each one can be laid out quickly when the characters reach it and action has to take place. It takes experience to handle several small groups of players while keeping each one occupied. As the number of factions and areas to explore increase. and then theoretically outlining the progress of the adventure. and limits the number of antagonists. and even the TARDIS control room. Early adventures should take place in the confines of spaceships. but so little of it will actually be used in play. the characters run through a maze of similar-looking corridors or passageways. Most of the time strong villains will have one or two efficient. SCOPE Until you have a strong grasp of TIME LORD’s mechanics and have run a few basic adventures. several hours. Also make a note of potential friends and neutrals. laboratories. with the aim of both leaking information and throwing suspicion on the Doctor or his companions.DOCTOR WHO — TIME LORD VILLAINS AND FRIENDS Once you have decided the rough nature of an adventure. It is also a good idea to include a few double agents or traitors. hold and cells of spaceships. restricted the action to the control room and sick bay of the TARDIS. usually after the Doctor has intervened. right down to the timing of the first landing and the arrival of the main force. days or even weeks. the next event on the time line takes place. They will work to their schedule. you need to decide which of the aliens or villains is responsible — it may even be more than one working in an uneasy alliance. Daleks planning the invasion of a planet will have spent weeks organizing their attack.

And they will resent being channelled along the way the referee has prepared for them. but potentially devastating events can be adjusted so that players have a chance to do something about them if they’ve been particularly slow or roundabout in their approach to the scenario. But to do so is a mistake. When assembling all the elements of an adventure. it should not depend on a character succeeding. too. and that means being able to improvise. You. 139 . there should be a way of overcoming the menace if the Doctor fails to build one or if the player believes there is a better solution. If that means bending your rules or those of the game. should be flexible. steamrolling their way through shallow artifices. then do it. it is important to build in flexibility. Time lines. Players are unpredictable and will come up with all sorts of solutions the referee could never have envisaged while inventing an adventure.DOCTOR WHO — TIME LORD PUTTING IT ALL TOGETHER It is very tempting to take all the elements of an adventure and predetermine the parts the player characters are going to play. as referee. Minor events can go ahead regardless. They will spot inconsistencies in the plot. While an adventure should include tasks that make use of certain characters’ special abilities. If the referee has envisaged that the Doctor should build a MacGuffin to defeat an alien intelligence. are there to make TIME LORD an enjoyable experience for yourself and your players.

The adventure is broken into three sections: Maps. Think of each scene as an important part of a set in a typical Doctor Who story: the actions and decisions of the players decide when to switch to the next scene. the seventh Doctor and Ace. To a large extent. for example. the actions of the characters decide what happens next. broken into areas. Steven and Vicki. By complicated analysis of the chronons in time-sensitized taranium. the links and route the players take to each scene are not fixed. Takes 2 research turns to travel along SCENE 3: THE VILLAGE SCENE 6: THE CHASE Jungle terrain difficulty is 2. Curse of the Cyclops Map 1: Schematic View of Scene Links SCENE 1: BEACH & TARDIS SCENE 2: BEACH SURROUNDINGS CLIFF Terrain difficulty 2 per area SCENE 2F: JUNGLE PATH Terrain difficulty 1. or by allowing players to create their own characters. and involves the First Doctor. Unlike a TV adventure. as well as a schematic diagram showing how each encounter area is linked with indications of terrain — an actual map of the island is unnecessary. REFEREE’S NOTES Curse of the Cyclops is a free-form adventure that partly depends on the skill of the referee to improvise. and Friends and Felons . for it to take place further along the Doctor’s time line. there are no background scenes to fill in details for the viewers: the players know only what their characters experience. Story line Frustrated by the Doctor’s meddling in their plans. could conceivably tackle the adventure. It is possible.DOCTOR WHO — TIME LORD CURSE OF THE CYCLOPS Curse of the Cyclops is a short adventure that players should be able to complete in one or two evenings. There is no fixed time line to regulate when events occur in this adventure. Easy to follow SCENE 5: MINES SCENE 4: TEMPLE JUNGLE Terrain difficulty 2 Takes 4 research turns to reach temple 140 . Do not read any further if you are to take on the role of the Doctor or a companion: the information that follows is for the referee only. takes 2 research turns to reach temple. Additional companions can be provided by using Alison from the appendices. the Daleks have plundered the universe for the tiniest trace of taranium in order to set a trap for their enemy. however. Scenes. It is set after The Chase. 20 area chase in action turn time JUNGLE PATH Terrain difficulty 1 Takes 3 research turns to reach mines. however. Scenes describes the main encounters that are likely. but difficulty 5 v Awareness to keep on path. The first provides detailed maps of locations. if the referee can imagine how the villains of the piece will be furthering their plans while the player characters execute theirs. It helps. Encounters are broken into scenes that may or may not take place. Friends and Felons details the referee characters that will help or confront the player characters.

probably Steven. and are willing to obey them. Map 2: the beach. In the meantime the Daleks are waiting for the moment that the Doctor arrives. Left with only the Red Dalek to defeat. killing the prime science Dalek that would be able to effect repairs. Map 6: the chase. just inviting a weary traveller to take a dip. will encounter Hykronos. the Doctor heads through the jungle. where they are briefly recognized and captured by the Daleks. at least so the Daleks can report to the Emperor Dalek on Skaro. nothing will! SCENE 1: ARRIVAL The tranquil peace of an island paradise is shattered as the TARDIS materializes on a beach of brilliant white sand. Inside the TARDIS. pursued by surviving Daleks. and the extracted taranium stored ready for use when the capsule’s time engines are repaired. Out to sea. towards the TARDIS. waves break over a reef some 100 metres away. The TARDIS. through the settlers’ transition to ‘new Greeks’. If the characters voice doubts. finally repaired. the water lies still and blue. Fleeing into the capsule and sealing the Daleks out of their own ship. A junior technician Dalek is currently doing all it can to get the capsule fully working. Either he fixes the Daleks’ time engines and sets the craft in motion in a time loop. the Doctor explores the small craft. not a route along which the players should be channelled. Either by hiding in the next offering of taranium ore. refined by the Daleks. If that doesn’t give them cause to worry. The schematic map is deliberately vague: the characters are unlikely to map their progress through the jungle — captives are not going to be able to do so — and to an extent it isn’t important. who will then ‘commune with the gods’ to relay the information. Baskets of the phosphorescent ore are delivered to the Dalek craft. takes off ready for the next adventure. and explains why Hynossos is dead. Expected outcome The plot will probably unfold one way. the Doctor and crew enter the temple. The taranium was then exhausted to send a small Dalek time capsule and a suicide force to this location to set a trap to capture and eradicate the Time Lord. the central console emits a loud and nerve-shattering bang. Examining the circuits in the control console. one character. and works out how to ruin their plans. The Dalek capsule. Most of the Daleks meet their doom falling over a cliff to their destruction. Escaping through the observation hatch in the top of the craft. deduces that the Daleks are extracting taranium. or by posing as miners carrying the offerings. Map 3: the village prison. All this is apparent on the TARDIS’s scanner. on the beach side of the reef. Map 5: the Dalek capsule. Each map for a scene is divided into areas if it is expected that detailed action needs to be resolved during a scene. Map 4: the temple. in the other direction. although this should be regarded as only a guideline. especially if the Doctor or a companion fans them away. now disguised as a Grecian temple. arrived on Athenos some 50 years too early. When the Doctor and his companions arrive and begin to explore their surroundings. the Doctor can deduce that a thermal cutout has switched in and 141 . Behind the time ship rises a steep but craggy cliff over which vines and creepers climb. or he arranges for it to take off and explode safely out of the way of the planet Hellas. remind them that the Doctor has an ‘infallible sense of direction’ as far as locating the TARDIS is concerned. however. MAPS Map 1: schematic view of links between scenes. Hellas has one bonus: it is a source of a taranium complex ore that the Daleks now demand as tribute from the Athenosians. the Daleks have been taken for Servitors of the Cyclops — a creature that has survived in legend from the earliest Earth colonists.DOCTOR WHO — TIME LORD Dalek scientists have been able to predict a future time-space location of the Doctor: the island of Athenos on the planet Hellas. Hykronos waits for the right moment to release the time travellers. at the same time the Doctor and the remaining companions discover the dead body of Hynossos and are captured by an Athenosian patrol and taken to the village for judgment to be passed. Wisps of smoke rise from the panels. The Doctor should realize he is facing the Daleks. the sea laps against the chalk-like rock. and the ship crash landed. around which the Doctor and his companions are grouped. In the meantime. the Doctor waits long enough on the beach to lure the evil creature into quicksand: the fluoronic acid painfully incapacitates the creature. leaving it to drown when the tide comes in. but quickly disperse. The regressive colonists regard the Daleks as messengers from the gods. At the foot of the cliff is a dense green carpet of plants that in one direction rises quickly into jungle at the back of the beach. confident that the Athenosians will bring any news of strangers to the high priest.

to recall its political status is difficulty 9. SCENE 2: ON THE BEACH The real world lives up to the scanner’s depiction of a tropical paradise.) If players find it difficult to envisage their immediate surroundings. however. It is difficulty 5 against Awareness to see the figure — who is the slightly curious Hykronos. even if it causes a small administrative headache. The TARDIS has landed on Athenos. The beach shelves gently towards the reef. although the Doctor may feel safe. He will then know he has landed far in the future along his time stream. It is clear the TARDIS is going to be engulfed by the sea. 1A: Wait and sea If the players aren’t willing to get the adventure moving. if the Doctor can beat a difficulty of 5 with his Awareness. up to a maximum of 5 turns later. there is a chance each research turn. and has a corrupted Greek name (other kingdoms. The Doctor and his companions should be encouraged to explore their surroundings. unwittingly delivering the Doctor into the hands of his enemies. starting with the first one after the TARDIS arrives.DOCTOR WHO — TIME LORD that all he needs to do is wait for a few hours everything’s cooled down a bit (difficulty 6 against Knowledge. The Doctor may recall which planet he is on (difficulty 8 against Knowledge). After 5 turns’ immersion tell them that it irritates. (If you put players in separate rooms to deal with their characters’ explorations separately. after 10 turns it is 2 and so on to its maximum of 5). After an hour or so (four research turns) it is difficulty 7 against Awareness to notice on the monitor that something is different: the sea is much closer and the tide is quickly coming in. out of the TARDIS. that a companion may notice movement in the jungle. if the companions are determined to stay in the TARDIS. 142 . divide your time equally between them to avoid players becoming bored. the cliff or the jungle. Doctors who are prepared to (not the first or second incarnations!) use the TARDIS computer and apply data from sensors can extract this information (difficulty 7.. Companions can explore the beach. the only way is to take it to them. This encounter is not intended seriously to injure any character: it is a clue. diving masks. it is difficulty 10 against Knowledge to extract a minor but useful piece of information: that the sea is a weak fluoronic acid that can penetrate and attack organic materials at a molecular level. Whichever method is used. each island or kingdom of islands is analogous to an independent Greek state. Electronics is applicable). he can even rustle up some scuba gear or breathing apparatus for no more than two people. The TARDIS is immune to the effects of fluoronic acid. are generally peaceful. or go out and investigate the apparent paradise outside (Scene 2).. They should get the hint and leave! Any character who takes a shower immediately nullifies the effect of the fluoronic acid. could be Thebos. Attacks continue even if the character leaves the water. During this time. nervous companions might panic him into leaving the TARDIS. after 10 turns that it hurts. Hykronos. Computing is applicable). As a last resort. Any companion who catches sight of what the Doctor is looking at (difficulty 4 against Awareness. such as Steven. catching a glimpse of a human face. Its inhabitants are regressive Earth colonists who once abandoned technology for the simpler. Tell any character who enters the water that it feels surprisingly tingly against the skin. cannot easily be lured from the jungle — he’s had his fill of messengers from the gods for a day — but may well lure a hotheaded companion. for example. Rivalry between kingdoms is intense and it would take a planetary catastrophe for them to unite. with an attack frequency of 5 action turns. Keen Sight is applicable) will see the Doctor is looking at a soot-coated circuit that has undoubtedly seen better days. if the scanner is on. Spartia and so on). there are no hazards to swimming bar the water itself. The people. The difficulty of noticing this reduces by one for each research turn that passes. Strength 5. or snorkels. The Doctor and his companions have two choices: they can sit in the TARDIS and wait (1A). the villagers will in due time troop down to the beach and drag the TARDIS on rollers to the temple. they can even elect to go for a swim or sunbathe! 2A: In too deep The TARDIS will be able to furnish any companion with swimming costumes. one of many islands that make up the land mass of the largely oceanic planet of Hellas. although the slightly alien sounds of the island’s birds and the rasping susurrus of insects makes it seem rather unearthly. lay out some telephone notelets or beer mats to represent the areas in Map 2 (don’t point out the quicksand!). At the end of every 5 turns immersion. philosophic life of Ancient Greece. roll to overcome a swimming character’s Strength with the Strength of the poison (after 5 turns it is 1. Allow players to send their characters in different directions. however. The dilute fluoronic acid counts as a slow poison.

He should be kept as a free agent in the event of the companions’ capture. If the rest of the TARDIS crew appear. 2E: Body unbeautiful If all the TARDIS crew stumble across the body. the Doctor should really investigate it. 2C: Science lesson Fluoronic acid. the difficulty increases by 1. If he loses the fight. On bending to examine the body closer. which the character must beat to escape using his Move. Hykronos. however. where. Characters trapped in quicksand will be attacked by fluoronic acid in the same way as bathers (2A). The main aim of this encounter is to introduce a possible ally who. however. He will find. urging him into hiding. the difficulty remains constant. Quicksand counts as difficulty 3 terrain on the first action turn. the character will be attacked by Hykronos. he will recover in time to alert the companion to the approach of the villagers. Difficulty 2 Body of Hynossos TARDIS 2B: Shore things Characters who explore the bay have a chance of stumbling into quicksand in the areas marked in Map 2. if the character doesn’t try to escape. even at the risk of tackling a messenger from the gods. in the dilution present in the sea. he will drag the companion’s body deeper into the jungle. although initially hostile. It is difficulty 6 against Awareness to notice the quicksand (characters in distant areas increase this difficulty by the range to the quicksand). Hykronos will typically move an area away each time and still attack. difficulty 5 against Medicine (automatic success) that although the native appears to have been killed by a fall. This the Doctor will know or find out from the TARDIS database or his memory. Hykronos will run for it.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 2: The Beach KEY CLIFFS Jungle. During the fight. For each action turn in which the character tries to escape. Difficulty 2 Wet Sand. is only a mildly corrosive acid: its main features is that its molecules are small enough to penetrate skin pores and debond many inorganic substances. leaving them to be found and captured by the village patrol. difficulty 10 against Knowledge. who has clearly fallen to his death from the top of the cliff. the action should move away from the body. Difficulty 1 Quicksand. 2D: Body language Whoever enters the jungle first. can be won over. simply needs winning over: if he wins the fight. who sees his chance to avenge his brother’s death. or nears its edges. The player gets a chance to notice Hykronos’s approach. there will be chance to talk and convince him that the TARDIS crew are friendly. using Awareness to beat the difficulty presented by Hykronos’s Stealth (Control 4 plus Stealth 1 equals difficulty 5). will see (difficulty 3 against Awareness) the body of a man spreadeagled in the undergrowth: it is Hynossos. when the companion recovers. Difficulty 2 Dry Sand. in fact he 143 . Difficulty 3 Sea. once in the same area it is difficulty 6 against Control to avoid it.

Despite protestations of innocence. Obvious weapons will be taken away from the captives. The gods will decide the player characters’ innocence or guilt. Curse of the Cyclops Map 3: Prison KEY Guard. but a moderately well furnished. then that is his fate — it is almost certainly the fate the Servitors will decree. one-roomed house. A guard is placed at the rear window. and marches off in the direction of the temple. with spear and knife Indoor area Outdoor area Sturdy door Walls Barred window 144 . This is to allow Hykronos and any free companion to prove themselves: disguised as a native a companion and Hykronos can dummy the guards. and rescue the Doctor and his friends. another stands by the door. SCENE 3: IN THE VILLAGE Athenosia resembles a picture-postcard village. If Hykronos gets the chance. don’t resolve any further attacks against him: simply have the natives bind him. A spring bubbles into a stone trough in the central square. The players may choose to put up a fight.’ cries the officer in charge. Showing abnormal intelligence for guards in a Doctor Who adventure. If struggle ensues. which is hastily barred from the outside. with squat. Photographic Memory helps). If a companion is KO’d. he will nobble the back guard and free a companion if no player character is already free. and hardly a match for their captors. there is certainly no harm jumping to such a conclusion. but they are outnumbered three or four to one. On the far side of the village. If no companion has met Hykronos or is a free agent. white-washed one-storey buildings scattered around a central square. have no weapons. a trail leads up through the trees to a sand-coloured temple on top of a hill.DOCTOR WHO — TIME LORD died before he hit the ground: the native’s chest feels like jelly — the result of a high energy weapon. 2F: Caught out While the crew examines the body. the two in charge of the prisoners will not be fooled by clever ploys from their charges: if one of the companions is ‘dying’. biff them with a blunt object. by all means allow one to run from the natives — to be met and captured or hidden by Hykronos. If this immediately brings to mind the Daleks. the officer will be unswayed by the companions’ claims of innocence: there is only one way the truth can be found out — by consulting the Servitors of Cyclops at the temple. The captives are led to one of the buildings. Captain Kelsyx explains he is off talk to the High Priest of the Cyclops god. which is obviously not a prison. ‘Murderers! Seize them. they will probably be too absorbed to notice that they have been surrounded by about a dozen hostile natives bearing spears and bows. It is extremely hard to memorize the route through the jungle (difficulty 8 against Knowledge. crowd companions and attack them with blunt weapons from all sides to knock them out. and forced to carry the body of Hynossos. Captured companions will be led through the jungle to the village. and the overflow of water seeps into the ground.

It is difficulty 6 against knowledge to remember seeing this type of structure before: that of a Dalek time ship. 3C: Search me Investigating the village is risky: there is little to be found: the Athenosians are poor. A scuffle is bound to occur in which the guards will have no compunction about using their knives (spears aren’t practical weapons in a building) to end an escape attempt. Anyone snooping round the temple will be seen by Dalek security monitors: the Daleks will therefore be expecting any ‘unexpected’ visitors. the head man’s house.. 3B: Help. Hykronos can explain more about the Servitors. to sneak through the village to the jungle. difficulty 3 against Control (Stealth helps). which the companions may deem necessary to take. The two guards are each armed with a spear and a knife. they can discover that the temple vibrates slightly. In the largest building. in which a single blank eye is painted. but there is no widespread evidence of metal: spears and knives are made from sharpened shells. Evidently they are craftsmen. there are few villagers about. Scraping at external walls will reveal hard metal beneath: a stucco layer has obviously been applied over some alien object. like the Dalekanium knife in the head man’s house. pointing out the largest house as being slightly ornamented and obviously the most important of all the buildings. If the characters are free to explore. 4C: Of course nobody saw us. Investigating the village raises the difficulty of sneaking about to 5. 3A: If in doubt.. 4B: We did it their way Characters that have failed to escape the Athenosians will be forcibly brought to the temple and abandoned on the steps for the high priest to emerge and pass judgment. Referee’s notes A map of the village isn’t important — handle any searching in an abstract fashion. 4A: In with the in crowd One way to get in ‘unnoticed’ is to hide in the large baskets used to deliver tributes of taranium ore to the gods. then the guards on the prison will demonstrate usual stupidity and allow themselves to be fooled by the prisoners. the temple looks like a simple Greek temple built out of reddish-coloured sandstone. we’re trapped! If the companions have somehow all been trapped and Hykronos has been killed. The only entrance is through the columns: a tall rectangle of darkness that looks almost unwelcoming. failure will alert someone to the intruders’ presence and the alarm will be raised. as most are at work in the mines. It is difficulty 5 against Awareness for these items to be found in a 10 action turn search of the house. Or you could play the adventure this way and allow Hykronos to enter at a vital moment and knock out a guard from behind. Make the companions roll once each research turn they are in the village to determine whether they are noticed.DOCTOR WHO — TIME LORD Any objects removed from the companions can be found by the prison door. and left for the gods to claim. SCENE 4: THE TEMPLE To all intents and purposes. and it is quite conceivable for the characters to arrange to be hidden in the baskets and delivered into the temple. and there is a faint hum in the air: it’s remarkably like being next to the TARDIS (difficulty 4 against Awareness when within one area’s range). In return. Each night. consecrated by the high priest. there can be found samples of the complex taranium ore mined by the villagers (see Scene 7) as well as a metal knife made of Dalekanium — a gift from the gods for the villagers. The baskets are easily big enough for a man to hide in. Characters will be brought by guards into the building itself at the same time as the taranium ore. the gods sometimes leave gift of metal objects. but happy people who take pleasure in the gifts of the sea and the land. run It is easy. Steps lead up to a plinth. leaving the Doctor in no doubt that the Daleks are at work. about a dozen baskets of ore are delivered to the temple. 145 . Only by entering buildings is there a chance of being noticed. that their base is at the temple (Scene 4). at the front of which four round columns rise to a triangular frieze. and that they need some material from the mines (Scene 7).

any Dalek looks dangerous. leaving only a short time for the Doctor and company to leave the ship by the observation chamber and clamber down the temple’s outside wall. The level the characters enter is the control deck: the deck below is the stores. taranium ore is being refined and stored ready for the junior technician Dalek to get the time engines working. ensure that Hykronos is the one who gets hit!) 4E: The only way is up There is only one escape route for the Doctor: into the Dalek time capsule. The characters must act quickly: the Doctor must come up with a good reason for the Daleks not killing him (by all means make the player who controls the Doctor sweat a bit!). the deck above is the observation deck. provided he keeps the ore next to him. which has a lift to the roof (the way out). What happens next largely depends on whether the characters are captives or voluntarily in the temple. There. shut to trap characters Concealed doors to Dalek capsule 4D: Temple fortune Once inside then temple. any Dalek that fires with a blocked gun is destroyed — and the first Dalek through each door should fire and be destroyed! By this time the companions can seal the doors against the Daleks (who will cut their way out of the main temple door to escape themselves). But from behind. taranium ore can be shoved into the barrels of the Daleks’ guns (difficulty 7 in hand to hand combat. nor would they be able to get their mined ore back to Dalek Supreme. the Red Dalek knows the characters are there and will take a few seconds to identify the Doctor or his associates: either he will deliver a staccato ultimatum to hand over the Doctor or he will pronounce the Doctor’s death sentence. trapping the characters inside. As a defence against pursuing Daleks (one through each door). (And if the Daleks do get the courage to shoot. they will run into the escaping Daleks and be pursued through the jungle (Scene 7: The Chase). They fan out.. will not open fire while the characters are near the taranium ore and the ore is in the ship. labs and power rooms. In essence. he is saved. This Dalek is hard at work and absolutely no threat as it has a claw and sucker arrangement instead of a sucker and gun in its manipulator panel. and three Daleks glide out of each one — including the Red Dalek. surrounding the characters. In the power rooms. the Doctor can sabotage it to destroy it safely and whichever Daleks are present.. sealing the doors against his enemies. of course. 146 . The Doctor can arrange to destroy the ship by repairing the time engines and setting it to take off and explode in the time-space vortex: an explosion can be triggered by hurling the poor technician Dalek into the chute leading to the taranium refiner. however. To do so invites disaster: the phosphorescent ore could produce an unpredictable time implosion. stranding everyone present in time and space — the Daleks couldn’t even be sure they would exterminate the Doctor.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 4: Temple KEY Indoor areas Pillars Offering of taranium Main temple door. The Daleks. While in the time machine. the door to the outside world will be shut. Two pepperpot shaped doors rise in the opposite wall. If the Doctor realizes this. however.

DOCTOR WHO — TIME LORD Curse of the Cyclops Map 5: Dalek Time Capsule KEY A Lift service platform — runs throughout the capsule A Observation Platform Physical observation deck and escape route! A Observation Deck Monitoring equipment. 147 . the control room and the escape route through the observation deck. tracers and so on Entry point from temple A Control Deck Assorted Dalek control panels Entry point from temple P S S S A R P R D R Power Plant & Stores All areas are accessible from the central core: R Ore refinery P Plant S Stores D Dalek technician 4F: The time capsule Treat the Dalek time ship as a simple cube on three levels. scanners. and difficulty 6 against Knowledge to operate them. Dalek lifts are panels set into the floor and are not immediately noticeable: it is difficulty 4 against Awareness to see them. Invent scenery as necessary: store rooms are uninteresting: what is important is the power plant room. at the centre of which is a lift system.

Each day the extracted ore is delivered to the temple in the evening. While doing so they can witness the Daleks in the outer area trying to cut through the external door to escape (the Daleks know they can get through this door quickly — cutting through the Dalekanium doors into the capsule proper is out of the question. But the Athenosians are fond of their gods: only Hykronos knows of their evil and will speak against them. and basically the 40 or so workers just hack away at a cliff with tools given them by the Daleks (pick axes with carbide-tipped Dalekanium heads). Curse of the Cyclops Map 6: The Chase D Dalek reinforcements. difficulty 2 D TARDIS 148 . but would any scientist trust a glowing ore. The mines are open cast. The taranium ore is very low yielding and has phosphorescent properties: it glows visibly in dim light. possibly with radioactive properties!? A player who tries hard enough might well persuade the miners that the Servitors are not what they seem. 5A: Open choice The Doctor might raise the Athenosians against the Daleks. playing on the lack of reward for all the effort. It is completely harmless. arrive midway through chase Area containing Daleks. SCENE 5: MAKE IT MINE The taranium mines are not a vital part of the adventure. it ends with a drop down a cliff! This is intentional: companions that make it to the cliff edge can hide behind trees ready to push any Dalek off the edge. SCENE 6: THE CHASE At some time near the end of the adventure. say. the Daleks should pursue the Time Lord and his companions through the jungle to the TARDIS. probably after the Doctor has arranged for the Dalek craft to be destroyed. to obtain materials or examine the ore that the Athenosians are extracting.DOCTOR WHO — TIME LORD The characters should feel under pressure to disable the capsule and get out in a short time. or he might use the taranium ore to construct a MacGuffin capable of temporally displacing the Daleks. but the Doctor might prefer to visit them. each D = one Dalek Initial Dalek positions KEY Jungle area. Be prepared to respond to the players’ ideas. Inventive companions may use vines in quickly improvised traps in order to snare and then catapult the metallic monsters over the edge. thereby providing a means of destroying their pursuers. arrive midway through chase D C L I F F 20 areas D D D D Dalek reinforcements. start the chase about 20 areas from the TARDIS. Neither the companions nor the Doctor will probably have had time to find their way about the island. therefore they should not know that although the line they take to the TARDIS is indeed the most direct one. Whether the Doctor relies on his ‘infallible sense of direction’ (difficulty 3 against Awareness) or the companions use a direction finder to pinpoint the time ship’s location (difficulty 4 against Knowledge).

all of them speak perfect English. SCENE 7: DEATH TO THE DALEKS Once the companions reach the TARDIS they are safe.’ at which point their speech circuits give up in a sort of whining fade.DOCTOR WHO — TIME LORD 6A: Handling the chase Either draw on paper or set up nine telephone notelets or beer mats to represent the areas given in Map Six. where the fluoronic acid in the seawater will make short work of its electronic circuits. If they wait long enough. ‘Search and destroy. As the characters run towards the TARDIS. usually just the Red Dalek. one of which should be the Red Dalek. search and destroy. Athenosians have fair. a few others need to come in from other parts of the island. realizing the potentially incapacitating power of fluoronic acid on the living creature inside a Dalek shell. ready to push Daleks off the edge. Daleks have Move 2 and are at a considerable disadvantage because the referee must roll each turn to see whether they can move even one area! Daleks will generally alternate which of them tries to move two areas and which move only one or remain stationary and fire. Continue the chase until the companions suddenly realize that although the TARDIS is only a few areas away. Roughly work out 20 areas distance and place a notelet to represent the location of the TARDIS — do not tell the players there is a cliff in the way. and allow the players to place their characters’ tokens in any area they wish. will get to the beach in time to be bogged down in quicksand. any surviving Dalek.. Place one or two Dalek counters on each flank. some Daleks need to escape the capsule before it is destroyed. They should always try to move two areas if the characters outdistance them too much. lay out more notelets or draw more areas to fill in the terrain. To force a Dalek off the edge. Action turn one now begins: ask the players what their characters are going to do. Or. The climb is difficulty 2 for each vertical area — characters may use either Control plus Mountaineering or their Move to make progress. where they have been stationed on patrol.. cannot mooove. the Daleks have just moved into sight that turn. because they cannot see that far! Use miniature figures or counters to represent the companions and the Daleks. Dalek reinforcements should arrive. including the Red Dalek should be enough: use the statistics in the Time Lord rules. No Dalek can fire at a companion who is climbing down the cliff — its gun cannot be pointed at such a severe angle. At this point their options are to stay and hide. ‘Cannot move. The companions typically see only six at any one time. Any Dalek that topples is destroyed on the beach below (no need to roll). two areas distant from the companions and one area ahead of them. No Athenosian wears armour. the Daleks will all move towards the companions this turn chanting. the Doctor and company could make water bombs and attack any surviving Daleks. and difficulty 6 to move three areas. armed with spear and knife (both count as edged weapons. In essence. They typically wear simple white kilts or tunics and sandals. seeming as if to head off the companions from their goal. Warriors should be treated as Ancient Worlds soldiers in the rules.’ Jungle counts as terrain of cumulative difficulty 2: it is difficulty 2 to move one area. They are immune to the effects of fluoronic acid. at the end of the action turn — in effect. takes 20 action turns). FRIENDS AND FELONS Daleks The exact number of Daleks in the adventure is up to the referee. then Strength against the Dalek’s Weight to force it over the edge. the first Doctor can run at only Move 3. you could force a quick electronics repair on him before the TARDIS will take off (difficulty 6. The TARDIS will be fully operational — and Doctor is free to leave — once the Dalek menace has been dealt with. to worry the Doctor in the chase scene. trapping the Dalek until the tide comes in and drowns it. there is a drop of about 10 vertical areas to the beach. If the companions get too cocky. use Control against the Dalek’s Defence to hit. inflicting 4 Wounds). and the size of the Dalek capsule suggests only a small force is present. Companions are able to run at Move 4. or to climb down the cliff using the vines. and treat the Red Dalek as a Black Dalek. allow some Daleks to move into the same area as each other and use group fire to make their guns more devastating. place one Dalek token in each marked area. Eight Daleks. panic-stricken. cannot moove. difficulty 4 to move two areas. Daleks trapped in quicksand should emit puffs of smoke and screech. The acid would seep through the grilles in the Dalek’s top part and down into the creature below. Athenosians Humanoids in appearance. 149 . At about the halfway point. To allow the Doctor to see the end of the Daleks. metallic looking hair and well tanned skin: they have mutated slightly from their original human stock to adapt to the environment of Hellas. although they should deal with any surviving Daleks. adding generous bonuses for drop kicks (+2 general modifier) or for using vines.

He has no real role in the adventure. Hykronos Strength: 4 Control: 4. the two Athenosians crept into the temple the night before the TARDIS arrived and hid among the baskets of ore. he will know they are people he can trust — and. but murder of their own kind is one of the few things that will provoke hostility. He is resourceful. Hykronos is naturally sceptical about any messenger from the gods. He will be present with the ore when the companions are delivered to the temple. Swimming 1 Knowledge: 4. Wilderness Lore 1 Determination: 3 Awareness: 3 Daring with his brother Hynossos to look upon the secret rites of the Servitors. he will have great respect. as he is quite competent himself. but be dismissed by his overlords to prevent him from getting in the way. as messengers from the gods. He will initially regard the TARDIS crew as enemies. but is a figure that the villagers respect. his brother was hit by Dalek fire just as he made the edge.DOCTOR WHO — TIME LORD Athenosians try to live a Greek ideal of philosophising and peaceful coexistence. Unfortunately. more than capable of dealing with the Servitors. Stealth 1 Size: 3 Weight: 4 Move: 3. bright. and thereby learning that the gods were mere creatures. Overhearing the Daleks talking of their contempt for the natives. hunting for the village as a living. Hynossos stumbled on leaving the temple. alerting the Daleks to the brothers’ presence. If he is beaten in hand to hand combat by a companion. First Aid 1. but if he hears them talking or theorizing about the Daleks. and willing to contribute to any of the companions’ plans. High Priest The high priest is an Athenosian under Dalek mind control. The two were chased through the jungle: Hykronos made it to the cliff and clambered down. He speaks the will of the Daleks and calls on the wrath of the Cyclops to strike down those who might deny their godly status. Running 1. 150 . They are hard to incite to violence. the two ran to reveal their secrets to the village.


You. Size reflects both bulk and height. the referee. the player needs to be more stubborn than the average mule. Having someone playing himself as a character. An average person has Awareness 3. It might explain how the character comes to find himself in the TARDIS. Anyone with a job that requires conspicuous bravery. Strength Give the player an arm-wrestling match after first rating your Strength (2 for puny. In a way it is more challenging and interesting to get players to generate themselves as characters and have each of them play someone else. applying any tests that are appropriate to determine the character’s abilities. the player’s character has a Strength of 1 less than the referee’s. his Strength is 1 higher than yours. smell or hearing impairment or who communicates awkwardly should be given Awareness 2. It should not break out into a war of words about a character’s abilities. it is possible to do so in TIME LORD. 4 for muscular and 5 for body-builder). and with a little help from you. Use the difficulty tables in Part Five along with the following guidelines to determine the common abilities of a player as a character. You. Creating a character is an open-ended procedure that requires the co-operation of the referee and the player concerned.DOCTOR WHO — TIME LORD APPENDIX 1: CREATING COMPANIONS The easiest role for anyone to play in any role-playing game is himself. If he easily beats you. First. a university background counts as Knowledge 5. a thickset build coupled with great height deserves Weight 5. Give any player who regular exercises or plays sports. the referee. This background will help you decide the appropriate level of his abilities in terms of the TIME LORD game. female characters will usually be Size 4. particularly nervous people or anyone who cannot kick an addictive habit such as smoking for more than a day should be given Determination 2. Determination Most players will have Determination 3. Weight Lightly built men. Knowledge Knowledge can be gauged by the education a player has received. education to age 16 counts as Knowledge 3. or players with strong oratory abilities should be given Awareness 4. Control 4. technically more competent people in the game world. women or youths should have Weight 3. an averagely built person should have Weight 4. decide the actual values. and should be modified according to a player’s extremes. sixth form counts as Knowledge 4. Awareness Anyone with a sight. Track and field athletes should be given Control 5. say three times a week. a player who is easily beaten has a Strength of 2 less than the referee’s. 3 for average. One point extra in an ability represents a considerable increase in skill and may unreasonably raise a character’s abilities above those of other. If the referee beats the player after a struggle. There is an advanced character creation system in Appendix 4 (page 159). Well-travelled. 152 . if he beats you after a struggle. Education to primary school level counts as Knowledge 2. should get Determination 4. Move All human characters have Move 3 and the special ability of Running 1. who may suddenly learn more about that person than he might ordinarily reveal. but notable cowards. his Strength is 2 higher. Size Male characters will usually be Size 3. can be unsettling both for the player and his friends. have the last word in any dispute because you need to balance player characters’ abilities with those of referee characters. worldwise players without formal education should have Knowledge that reflects their experience. however. An evenly matched referee and player have the same Strength. such as a fireman or a soldier in a bomb disposal squad. detailing education and possible special abilities arising from sports and pastimes. the player should write a one-hundred word to two-hundred word resume of his background. Control Most players will have Control 3. Exceptionally observant players. To get Determination 5. the referee.

shoulder-length black hair. assign the special ability a value of 2. she stumbled into the TARDIS while mistaking it for a part of the set for a promotional video. Her career. Control 4. Iron Constitution. She has an attractive. Knowledge 3. Determination 4. decides the quality of her voice is such that she deserves Singing 2. Ignore any ability for which the player has received less than a month’s full training or for which he has less than three years’ on-the-job experience. however. Ordinary people are unlikely to have many of the quirky abilities such as Cheat Death. The referee may give each character up to two points to be assigned to unique special abilities: a player might choose to assign the points to one or two special abilities. Her own ideas of alien lifeforms are probably weirder than the real creatures and the universe holds few terrors for her. sampler and computer. Go through the list of abilities provided in Part 3 and decide whether any are appropriate to the player’s written background. for example. If the player has five times this amount of training or experience. She has no equipment — her stage costume was not designed to be practical! Author’s note for the curious When Time Lord was originally written. a Strength 3 or Strength 2 character should have Cheat Death 2. Keen Sight and Bench-thumping. much of her work is composed at home using a keyboard. picking the special ability of Independent Spirit 1. Only characters with very few special abilities should be given 2 points. the Knowledge-related abilities of Computing 1 and Electronics 1 and the Awareness-related abilities of Musicianship (keyboards) 1 and Singing 1. Wearing purple and silver futuristic stage clothes. however. Size 4. Remember that player characters are ordinary people: they are not superhuman. most people will need only 1 point. Tone down values that seem excessive. round face. Where is that baby now? 153 . dark brown eyes and straight. ALISON — A SAMPLE CHARACTER Alison is a 20-year-old singer and dancer from 1991 London who is on the verge of breaking into the music industry with a unique blend of rap and bubblegum pop.DOCTOR WHO — TIME LORD SPECIAL ABILITIES A character is made unique by his special abilities. but give each character some speciality that will prove useful on his travels with the Doctor. based on three years’ composing and singing. should be given Cheat Death if his Strength is less than 5: a Strength 4 character should have Cheat Death 1. Move 3. to her. rapstrix Betty Boo had a quirky video to her song Where Are You Baby? from which all the notes concerning Alison gain their inspiration. picking Sense of Balance 2. skills appropriate to his background and training. Any special ability which meets these minimum requirements can be assigned a value of 1. The equipment they have will be whatever they are carrying in their pockets when the character is generated. gives her the Control-related ability of Dancing 1. She also gains the Strength-related ability of Cheat Death 2 and the Move-related ability of Running 1. Awareness 3. adventuring in the TARDIS is fun. Her hordes of admirers warrant the ability of Striking Appearance 2. The referee gives her the following common abilities: Strength 3. A character. or Iron Constitution 1 with Con 1. She is determined to control her own music and image and has learned how to use complicated electronic recording and mixing equipment. The referee. A player should justify any particularly odd special ability that he wants. Alison’s player decides she wishes to enhance her strong will with the one point the referee allots her. Weight 3.

Any player who wants to make a knockout attack must tell the referee before resolving the attack (the referee does not have to tell the players whether attacks from referee characters are lethal or knockout!). usually inflicting 3 Wounds. BLASTERS AND SHOCK Blasters become far more flexible and potent weapons with Shock damage. for example. Shock injuries make it difficult for a character to regain consciousness. does not count towards death and no character can be killed by Shock damage: whether a character is considered lightly wounded. The difficulty of understanding how to use a blaster is the Knowledge required to build such a device. OPTIONS The following options for safe combat are recommended to referees who wish to broaden the scope of blasters as weapons. In the Wounds boxes on the character sheet. A fist attack that inflicts 2 Wounds. EFFECT OF SHOCK Shock acts as Wounds for the purposes of getting through armour. Referees who wish to use a combat system that allows characters to be knocked out but not wounded by blows from fists and blunt weapons should use the rules for safe combat. A Strength 3 character who had taken 4 Shock would have only 1 Shock after one research turn of rest. such attacks inflict Shock equal to the number of Wounds the weapon would ordinarily make. otherwise such weapons by default are set to maximum Wounds. Before firing. whether that blaster aimed at the Doctor is set to stun or set to kill: characters need the Doctor alive if they are to escape in the TARDIS. 154 . The referee should decide before the game starts whether these rules will be applied. natural weapon or blaster can be used to make knockout attacks. overcoming Strength and recovery. Healing Shock damage heals far faster than Wounds. but heal faster than Wounds. typically 6 to understand an Earth-built blaster or 8 to understand an alien one. any excess cannot be used to treat the other type of injury. It is highly recommended that these rules be used because they reduce the severity of Wounds inflicted on characters and so prolong characters’ lives. however. could be used to make a knockout attack that inflicts 2 Shock. No one will know. may be applied once to Shock and once to Wounds. In safe combat. so they should be genuinely concerned if he is gunned down. Referees should use safe combat to enhance the dramatic tension of an adventure. Safe combat creates a feeling of uncertainty. however. A character heals Shock at a rate equal to his Strength for every research turn of rest or inactivity. could instead inflict 3 Shock. The character who applies his healing skills must decide whether his treatment will heal Shock or Wounds. a blaster inflicts its maximum Wounds when set to kill and the same amount in Shock when set to stun. In this way it is possible for a Dalek gun to deliver 1 to 8 Wounds or 1 to 8 Shock. because players will not know whether an attack against them is going to be lethal or just knock them out. Instead of inflicting Wounds. His character is assumed to be pulling his blows to avoid permanently harming his opponent. Shock. A character who has taken 3 Shock in effect has taken 3 short-term Wounds as far as recovery goes. an attack with a blunt weapon.DOCTOR WHO — TIME LORD APPENDIX 2: SAFE COMBAT Basic combat in TIME LORD makes no distinction between lethal blows and non-lethal blows. a player should state at which level the blaster is set and whether it is set to kill or stun. First Aid or Medicine can be used to heal Shock damage in the same way as such abilities are used to heal Wounds. it inflicts 8 Wounds when set to kill and 8 Shock when set to stun. First Aid. seriously wounded or dead depends only on the number of Wounds he has taken. Blasters that are found by player characters must first be understood to change the settings. A Dalek gun usually inflicts 8 Wounds when set to kill and 4 Wounds when set to stun. Any blunt weapon. for example. Variable power blasters The flexibility of blasters as weapons can be increased by allowing them to inflict any amount of damage from 1 to their maximum. All are in keeping with technology in the DOCTOR WHO universe. either as Wounds or Shock. Instead of inflicting different amounts of Wounds when set to stun or kill. mark genuine Wounds with a W and knockouts with KO to differentiate between the type of injury.

forcing them to take cover. The referee decides the gun is half charged and gives it a charge rating of 10. Broad beam stun is particularly useful to enemies of the Doctor because it gives them a better chance of hitting him. Power The power of energy weapons is finite and it is possible that they will run out through continued use. each one should be assigned a charge rating: this is the difficulty of it running out of energy and can be any figure from 1 to 20. The blaster runs out if the referee beats the difference between the number of turns the gun has been fired and the charge rating. the cumulative power ability reaches six. Each time the blaster is fired counts as a cumulative ability of 1 which is used to test whether the blaster runs out. For the first five action turns. Jamie can fire without fear of the gun running out. especially when combined with group fire. broadening the beam of energy emitted by the weapon. Any blaster set to stun reduces the difficulty of hitting a target by 1 owing to the indiscriminate nature of the energy beam. 155 . the referee rolls the dice to try to beat a difference of 4. Jamie picks up a blaster from a fallen space marine and fires at his pursuers. the blaster runs out and Jamie must look for another weapon.DOCTOR WHO — TIME LORD Broad beam stun Setting a blaster to stun diffuses the energy it emits. To add to the uncertainty of using blasters. If he succeeds. On the sixth turn of firing.

At the time. however. Weapons. Conversely. the odds of beating differences of 0. In the context of the DOCTOR WHO series. But because TIME LORD uses one simple mechanic — beat the difference — consistently throughout the game. or any other warlike alien species. In practice it means characters will comfortably be able to do something at the limits of their abilities (a difficulty equal to the ability) and have an evens chance of succeeding at something one higher than their abilities. For the sake of stats fans. rules should be transparent to the players of a role-playing game. The more I playtest the system. We hope to have erred on the side of description of characters and aliens rather than numbers. 1. Such details are for those people who master TIME LORD as it stands. too. Besides. Ideally. yet still be able to cope with the complex situations that role-players will inevitably hurl at the system. There is also a noticeable famine of tables.DOCTOR WHO — TIME LORD APPENDIX 3: DESIGNER’S NOTES FOR ROLE-PLAYERS Experienced role-players have probably noticed that TIME LORD omits certain elements that are common to other role-playing games. success will usually follow. generated by the referee as well as the players. some three years later. only the difficulties tables are needed to drive the system. Gail Baker first provided the idea of levels of competence as a general game mechanic. because a proliferation of tabular information cannot easily be absorbed. Ultimately. But beneath the simplicity is some cunning mathematics behind the odds of success. so some compromises have had to be made. I have concentrated on providing only those tables that are essential to the running of the game. Mechanics that intrude on play are largely unwelcome except where rolling the dice creates dramatic tension — the points in an adventure where the players believe their plan depends on the success or failure of one person or gadget. Such omissions are quite deliberate! TIME LORD is intended to be easy to learn and easy to use. because we believe the enjoyment of role-playing comes through doing. Inspiration strikes writers and designers in the weirdest places. and those that exist are largely for the benefit of the referee. 3 and 4 are respectively 83%. and perhaps one day may materialize in a volume called TIME LORD COMPANION. DOCTOR WHO hadn’t been grafted onto the rules. becomes the driving force of the game. the happier I become with assumed levels of competence as a game mechanic: the story. and the notion of the subtractive six-sided dice system that TIME LORD has put into practice was no exception: the place and time in question was leaving the steamy confines of a bathroom in mid-winter. quickly became involved in the project. Gone. 33%. TIME LORD is reality. Such a mechanic assumes that the players will choose the best character for the job — if they do so. it is also important that few if any Earth weapons should remotely endanger Daleks. Increasing a difficulty by one therefore has a marked effect on the odds of success. the rules had to be easy to understand. 55%. Yet the idea of characters automatically being able to succeed at tasks they were competent to do appealed and was carefully placed in my mental filing cabinet. one gun is very much like another. and the game was in danger of remaining a private system played by only one group of people. are described by type with limitations on their use. 16% and 5%. not the accumulation of abstract numbers of points. by setting difficulties at levels below most of the characters’ abilities it is possible to play a game of TIME LORD without anyone but the referee rolling the dice — as near to a diceless role-playing system as I believe it is possible to get yet still presenting a viable rules structure that will settle arguments. TIME LORD’s co-designer and an old friend and colleague. and to prevent a mad rush for calculators. It is Peter who ensured TIME LORD continued to head in the direction in which it was intended to go. not all of whom will be familiar with the way a role-playing game runs or works. This decision is quite deliberate: anyone who is attempting a task whose difficulty is four higher than his ability is attempting virtually the impossible as it is given that the game assumes complete competence 156 . like rolling dice and it is quite possible to play TIME LORD this way by always giving characters difficulties to beat that are greater than their abilities. Some people. Cybermen. It is primarily intended for fans of the DOCTOR WHO television series. therefore. 2. But with US company FASA’s licence for a DOCTOR WHO roleplaying game set to expire. rather than letting even the most cack-handed character have a go. Too many tables can be as much a disservice as too few. I wanted to de-emphasize the role of combat in the game. we saw an opportunity. but at the time I had no more idea of how to put them into effect than she did. whether it is a sabre wielded by a British light dragoon of the Napoleonic Wars or the two-handed broadsword of a medieval knight. and who has curbed my wilder excesses — excesses that might have seen the porcelain vase of flowers among the deadliest hand to hand combat weapons in the universe! Both of us knew that if TIME LORD were to appeal to most DOCTOR WHO fans. Now. We also wanted to encourage role-playing rather than rule-playing — the optimized rule-bending that sadly afflicts many role-playing games. are details of specific weapons. On a scale of one to ten that embraces the minimum and maximum values in the universe. and a sword becomes simply a sword. No one has a chance of success if the difficulty is five or more higher than his appropriate ability. of course. which I chose to treat generically. Out went character progression systems and character generation systems. many tables become redundant. Peter.

FOR DOCTOR WHO FANS Many fans will probably be wondering how accurate is TIME LORD. the average Dalek hasn’t a hope of hitting the Doctor or his companions provided that the characters dodge. And here the referee can assure the speedy dispatch of unimportant referee characters simply by assuming they do not dodge. and the DOCTOR WHO television series frequently demonstrate this fact. quite simply. TIME LORD. none of which I’m glad to say has made it into TIME LORD. What matters is the speed at which unconscious characters recover. Paul Mason (as Sergeant Benton) and Rachel Hopkins (as Liz) tested a very different system. which I regard as the only accurate source of official information. however. In combination with the referee’s tools of decision and difficulties. previously lost stories such as The Ice Warriors have somehow come our way. companions. Thanks too must go to Pete Tamlyn. Marc Gascoigne. If he chooses to keep the Daleks. not heroes. say. Look at the series and see how it works. And far. Jamie Thomson (the spider-infested Captain Jameson) and James Wallis (Vicki). Peter and I have watched almost every surviving episode of the programme — our notes alone are equivalent to another volume the size of TIME LORD! Even precious. the universe. Theory is all very well. Paul Mason (Steven Taylor). these creatures become the deadly aliens they occasionally appear to be. The answer is. In some cases. may be contrary to popular belief or modern usage. it reflects what happens in the television series. We apologize to fans for these characters’ absence. Paul Mason (yet again!). and so you will find Brigadier Lethbridge Stewart instead of his hyphenated modern-day equivalent. Dave Morris. as well as testing them almost to destruction. far earlier in time Mike Cule (as the third Doctor). being able to put down an opponent and yet not reveal whether a blaster was set to kill or stun serves to increase the tension in the game. Dave Morris (the first Doctor). Peter and I have chosen whatever is best for game play. Murray Writtle and Emma Sansone whose own rule systems have given me much to think about and digest before I dared write my own. and that ordinary people often have no chance of success. Again it sounds ludicrous. security agent Sara Kingdom and the shapechanging robot Kamelion. Life. It is partly the reason why I opted for simultaneous combat rather than an initiative based system. the Trojan slave girl. Ludicrous as it sounds. aliens and enemies is taken from the series. too. The referee has a most useful tool here: the group fire rule. but it happens in the series. Mark Pawelek (James Wallis). All the information about the Doctors. My playtesters (and the characters they played) were Patrick Brady (himself). but it takes playtesting to check whether the rules work in practice. Should the characters confront the impossible. or by forgoing group fire. as accurate as the television series itself. The spellings of names have been taken from the programme credits on screen. they need to find either a way round the obstruction or someone to whom it is not impossible.DOCTOR WHO — TIME LORD at difficulties less than his ability. Although I have said combat is not the main purpose of the game. If there has been more than one version of something in the series. Thus it is that we chose to detail the Cybermen that confronted the second Doctor — the time we believe they were at their scariest. nowhere does this effect show more than in TIME LORD’s rules for combat. Those role-players who believe characters should always have a chance of success should remember that most companions in TIME LORD are no more than ordinary people. Some information. therefore. but the short lives of Katarina and Sara as well as the impressionable nature of Kamelion make them unsuitable as player 157 . is a rule book and must impose some sense of authority. It is perfectly possible in TIME LORD for two opponents to knock each other out at the same time in hand to hand combat. TIME LORD is primarily designed as an effect game: its intention is to recreate the effects of the DOCTOR WHO universe. Patrick deserves special mention for reading and criticizing an early draft of the rules. for the sake of providing information that players will surely ask. in clusters of five and use the group fire rule. TARDIS is clearly defined as Time And Relative Dimension In Space in An Unearthly Child and we have kept to this definition despite its frequent corruption to ‘Dimensions’. It also conveys the spirit of script immunity that so many of the Doctor’s companions desperately need. Only by accident has anything crept in from the novelizations or Jean-Marc Lofficier’s virtually indispensable reference works. Together. we have invented tiny pieces of history: true aficionados will doubtless have fun wheedling them out. Simultaneous combat means the players must trust the referee not to take advantage of their situation — and a reasonably competent referee doesn’t need to — but it also cuts down on bookkeeping. Patrick Troughton and Jon Pertwee and it is perhaps inevitable that our strongest impressions come from these eras. not real life. By choosing to shoot individually at a separate target. It is also perfectly possible for two lines of enemy soldiers to fire at each other at only short range and miss. Our own bias will surely show as well: the Doctors of our childhood were played by William Hartnell. Sharp-eyed fans will have noticed the absence of three characters sometimes considered companions of the Doctor and whom we regard as only supporting characters: Katarina. To my mind the game works best when the safe combat rules in Appendix Two are added.

My undying thanks go to Richard Devlin and the network of fans who have kept available one of the finest science fiction series to appear on television. Perhaps this accounts for DOCTOR WHO’s longevity. horror and science fiction the series has encompassed over the years. and what a fine mix of drama. Researching the programme has shown the strengths and weaknesses of all the Doctors and his companions. comedy. It has also created a strong attachment to all of them. Spread the word. Ian Marsh Putney. But we have heeded the polls and included most of the popular monsters. the accuracy of this book would have been in doubt. Similarly. June 1991 158 . the number of aliens and villains has been limited by the space available: alone they are worthy of a separate book. besides indulging ourselves.DOCTOR WHO — TIME LORD characters. Without you. But most of all it has shown us what a strong team the first Doctor has when the programme first started. Kamelion — who is no more than a cipher — is limited in his potential. even as a referee character.


TIME LORD originally presented only scanty guidelines on creating companions to adventure with the Doctor, for two good reasons. First, for a beginner’s role-playing game it seemed advisable to present characters that could be quickly given out ready for play; character creation can rather get in the way of welcoming newcomers to what is a rather unusual pastime. Second, the whole prospect of designing a comprehensive character generation system for Time Lords as a race, human companions and sundry aliens and robots was rather daunting and threatened to consume too much space in the book. Such a system might also be rather complicated for a newcomer to role-playing to understand. A third, and not so good reason, was that as the author of the rules system, I hadn’t much idea how to go about it! I believe I have already said that inspiration strikes in the strangest places. Well, it has happened again, and now you will all know what thoughts disturb the mind of one commuter as he contemplates wind-swept Earlsfield station in the early morning. One obstacle to the character creation system is that I wanted to use the consistent dice-rolling mechanism of the whole game in some way. Uniform systems are all very well, but they can also be a pain in the game designer’s neck! None the less, the dice are used to provide a variable element for each character. The final note I have to say about character creation is that companions are not superheroes. Although some of them may be quite competent in certain areas, in general a companion is just an ordinary person who has found himself or herself caught up in the Doctor’s adventures. This character creation system is intended to create such ordinary, human companions to accompany one of the existing Doctors; it has no ambition to be anything else.

There are two ways of shaping a character. First, you can imagine a person, his background, how he will react to certain circumstances, and his likes and loathings and then tailor the numbers to fit this concept. Second, you can work out all the numerical information, assign common abilities and pick special abilities, using such gamerelated material to help envisage the character as a person. Either way is satisfactory. If you are stuck for ideas, try modelling a companion on one of your friends or a well-known actor. As a player you have a free choice whether your companion is young or old, male or female, and which time period the character belongs to — there are no rules here to help you decide these factors! The only limit is that the character must be human and of Earth origin (descendants of space colonies are all right, too).

Each player starts with a number of points with which, in effect, he buys the character’s skills. As the procedure involves juggling numbers, a pencil and paper will prove handy to make notes before filling in a proper character sheet. A pack of cards may prove useful, as will be explained later.

Creating a character
Each character starts with eight abilities at 3, four abilities at 2 and eight abilities at 1. In addition, the character gains anything from zero to twenty 1-point abilities decided by the roll of the dice. These additional abilities are calculated by rolling a pair of six-sided dice four times and summing the differences of each roll — for each roll of the dice, therefore, the character gains from zero to five 1-point abilities. The result on the dice is read the same way as in the TIME LORD rules — and similarly, rolling a big difference each time is best. The best possible combination, therefore, after the dice have been rolled is a character with eight 3-point abilities, four 2-point abilities and twenty-eight 1-point abilities (the worst leaves him with only the basic eight 1-point abilities). These values are then assigned to the character subject to the rules regarding combination and limitations. The player must assign values to each of the eight main abilities, and can spend the rest as he likes on the special abilities listed in the rule book. It is highly recommended that characters who opt for low Strength acquire the Cheat Death ability at 2 points if they have Strength 3 and at 1 point if they have Strength 4.

Combining abilities
Any ability can be combined with another ability of the same value to obtain a single ability that is one higher in value. But a high value ability can never be broken down into a lower value ability. Thus, two 2-point abilities can be combined to yield one 3-point ability, but a 3-point ability cannot be broken down into two 2-point abilities. In effect it costs thirty-two 1-point abilities to gain one 6-point ability, sixteen 1-point abilities to gain one 5-point


DOCTOR WHO — TIME LORD Table 13: Minimum and maximum abilities for human companions Ability Strength Control Size Weight Move Knowledge Determination Awareness Minimum 2 2 2 3 1 2 1 1 Maximum 5 6 5 4 4 6 6 6 Notes 2 = child, 5 = strongman 2 = klutz, 6 = daredevil acrobat 2 = a giant, 5= a child or dwarf 3 = small adult, 4 = large adult 1 = crippled, 4 = sprinter 2 = primitive, 6 = genius 1 = subservient, 6 = obsessive 1 = not in tune with surroundings, 6 = sensitive to surroundings

ability, eight 1-point abilities to gain one 4-point ability, four 1-point abilities to gain a 3-point ability and two 1-point abilities to gain a 2-point ability (most cost-effective!). Thus a 3-point ability is affordable and within the reach of most characters, but to gain several 4-pointers requires careful budgeting. The best approach is to ensure the eight common abilities have values of 3 or 4, perhaps with one 5, and to enhance these with well-chosen special abilities. This way a character can get a total ability of 6 cheaply through using two 3-point abilities (a cost of eight 1-point abilities instead of thirty-two); the downside is a low general value in the appropriate common ability.

A value must be assigned to each of the eight common abilities — Strength, Control, Size, Weight, Move, Knowledge, Determination and Awareness — subject to the minimum and maximum possible values for a human companion given in Table 13. Certain values will very much shape the appearance and possible background of a character. A character with Size 5 is either a child, and must select his other background skills appropriately, or a dwarf; the character cannot be imagined as resembling an average adult human. Referees should look for such potential discrepancies in generated characters and advise the player accordingly. In addition, special abilities may not be greater in value than the governing main ability: a character with a Control of 3 cannot have a Marksmanship of 4; the maximum ability he can have is Marksmanship 3. To obtain a total ability of 7 the character must have Control 4 and Marksmanship 3.

Players with access to a number of packs of playing cards can use them to keep track of their changes in ability — about four packs will be necessary. Issue the player with cards whose numeric value is equal to the abilities of the character, using court cards as ones if there is a shortage of aces. Thus a basic character will get eight threes, four twos and eight aces. Each time the player wishes to combine two abilities, he hands the referee two equal cards and receives one higher value card in exchange: filling in the character sheet is then a simple matter of comparing remaining cards with spaces on the sheet. The referee is also completely in control of the bookkeeping, eliminating any ‘creative accountancy’ on the part of the player.

Characters start with a set of clothing and nothing else. They may, however, trade in abilities to secure equipment. None is a particularly cost-effective purchase, but then money is of no real use to most of the companions and they will be hard-pressed to find shops on places such as Metebelis 3. Abilities can also be spent to buy status, such as rank within an organization like UNIT (organizations may also require purchasing of a pass, representing membership and security vetting).

1-point ability
This will secure a trivial item of no apparent worth, or a common, everyday item for the character’s time period. Examples: a pocketful of loose change, a plain metal ring, golden star of mathematical excellence, walking stick or umbrella, a set of house keys, cricket ball, string, bag of jelly babies, pen knife.


DOCTOR WHO — TIME LORD 2-point ability
This secures a useful item of some worth. Examples: skeleton keys, hunting knife, gold jewellery, binoculars, mobile telephone, transistor radio.

3-point ability
This secures an item of notable worth or a low position of authority. Examples: hand-to-hand weapons such as a sword or mace, primitive missile weapons such as a bow, unreliable firearms such as muzzle-loading pistols and muskets, partial armour or a shield, rank of sergeant.

4-point ability
This will secure a valuable item or a position of moderate responsibility. Examples: security pass for a secret service or UNIT, reliable guns, full armour, motorized transport, rank of captain.

5-point ability
This will secure an exceptionally valuable item or a position of power. Examples: technological device of equivalent ability to the sonic screwdriver, national head of UNIT, presidency, membership of the royal family. Referees might also like to invent special devices that characters can own, for example:

Infallible firearm (5-point ability)
A revolver, automatic pistol or laser pistol that always begins any new adventure with a full magazine or charge. This makes the weapon far more attractive than the run-down or partly empty guns that characters may be forced to use in the course of an adventure.

Bullet-proof pocketwatch (4-point ability)
A one-use item that automatically stops the first bullet to strike the front of the character; the watch is destroyed in the process.

A character need not be generated using all his abilities; some may be held unspent to gain an appropriate skill when the player needs. This helps reflect an inherent talent for a subject that the character has never tackled before.

TIME LORD characters should advance their skills only slowly as gaining even one point in an ability represents a great leap in skill. To this end, at the end of each adventure, a player may make one roll of the dice to increase one of his character’s abilities by one point. If the player chooses not to roll the dice at the end of one adventure, it increases his chance of learning at the end of a subsequent adventure. The basic object is to beat the difference between the number of adventures a character has gone without making an experience roll and the desired total ability.

Patrick has Knowledge 4 and wishes to learn Cybernetics 1 after a close call with the Cybermen and a number of robots in his first adventure. He must therefore beat a difference of 4 to learn the ability (desired total ability for Cybernetics equals 5). If he waited until the end of his second adventure, he would need to beat a difference of 3.
After a player makes an experience roll, regardless of whether it succeeds or fails, the number of adventures resets to zero. Each time a character successfully makes an experience roll, the difficulty to make the next roll increases by 1. This penalty is cumulative.

Assuming Patrick gained Cybernetics 1 after one adventure and then wished to gain Cybernetics 2 after a subsequent adventure, a penalty of 1 would be added to the total desired ability. The total desired ability would be 6, but the penalty raises it so the difficulty becomes 7. He would need to complete three more adventures to have a chance at gaining Cybernetics 2, at which point he would need to beat a difference of 4. If he succeeded at this and wished to progress to Cybernetics 3, he would incur a penalty of 2, making the base difficulty 9 and requiring the completion of five more adventures before a roll could be made.
At all times the referee decides when an adventure concludes and an experience roll can be made. A character may never improve more than one ability whenever he earns an increase. Also, the eight common abilities may never be increased; only special abilities may be gained or increased.


and combines the remaining three 1-point abilities with it to give Awareness 3. Cheat Death 2 Control: 3. she combines twice to give a Knowledge of 5 (four 3-point abilities = two 4-point abilities = one 5-point ability. The referee should keep a log of attempts made or failed. 1. Mechanics 1 and Engineering 1. Driving 2 Knowledge: 5. She envisages her character as an enthusiastic car mechanic who loves tinkering. Weight and Determination. Bench-thumping 2. The four remaining 3-point abilities. if it is not appropriate. Awareness: 1. The general intention of these rules is to allow characters to pick up one or two abilities that may be useful as they become more experienced with role-playing and TIME LORD in particular. She must still assign a value to Move. the referee should increase the difficulty of succeeding at the experience roll. she assigns values of 3 to Control. four 2-point abilities and eight 1-point abilities. a value of 2 to Strength and a value of 1 to Awareness. On reflection. Determination: 3. which in turn is combined with the remaining three 2-point abilities to give one 4-point ability. so she combines two 1-point abilities to give a two-point ability. SAMPLE CHARACTER: SIMONE Simone starts with eight 3-point abilities. gaining her six extra 1-point abilities (giving a total of fourteen 1-point abilities). She rolls the dice. Her abilities currently are as follows: Strength: 2. Knowledge: 5. Driving 2. Mechanics 1. Control: 3. Heaven help the Doctor when she gets loose in the TARDIS! 162 . Weight: 3. Size. Engineering 1 Determination: 3 Awareness: 3 Simone starts only with the clothes she wears. Her final abilities are: Strength: 2. To start. 3 and 2.DOCTOR WHO — TIME LORD The experience roll assumes that a player is attempting to increase an ability which was appropriate to one of his adventures. Bench-thumping 2 Size: 3 Weight: 3 Move: 4. generating differences of 0. she believes her Awareness to be too low. Move: 4. and the experience gained. She is left with eleven 1-point abilities. Size: 3. and elects to take the special abilities of Cheat Death 2.

DOCTOR WHO — TIME LORD CHARACTER SHEET NAME PERSONAL Species Home planet Native time Age Sex Description ABILITIES Strength Determination EQUIPMENT Control Knowledge WOUNDS Weight Size Awareness COMBAT Move Attack Parry Attack Basic Defence Evade Dodge 163 .

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